These are the spells for IQ 13 or higher:
3-HEX WALL: (C) [Advanced Wizard] Like the Wall spell, but affecting any 3 connected hexes. Cost: 4 ST. Duration: 12 turns. Casting time: 1 turn.
4-HEX IMAGE (C) [Advanced Wizard] Lets wizard create an image (see IMAGES AND ILLUSIONS) of anything no greater than 4 hexes in size. Cost: 2 ST. Duration: 12 turns. Casting time: 1 turn.
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: 1 minute. Casting time: 3 turns. Resisted by 3d against IQ.
CONTROL ELEMENTAL: (T) [Advanced Wizard] Puts any one elemental under wizard’s control as long as spell is maintained. An elemental gets a 3-die saving roll against its IQ (which is 8) when the spell first hits; if it makes the roll, the spell is ineffective. Most elementals will simply leave if a control spell fails, but a fire elemental may well attack, and any large elemental might feel hostile; make a reaction roll.
A controlled elemental will follow most orders (see CONTROL SPELLS), but gets another 3-die saving roll if given an order which is likely to result in its own demise. ST cost to wizard: 3, plus 1 every MINUTE (12 turns) the spell is maintained after the first minute. If the elemental has a ST greater than 30, double this cost. A wizard may control more than one elemental, but they MUST be of the same type; this is true even if he created the elementals himself. Casting time: 3 turns.
CONTROL PERSON: (T) [Advanced Wizard] Puts any one human or humanoid, natural or summoned, under wizard’s control for as long as spell is maintained. If target was an image or illusion, it disappears. A controlled person will follow most orders, including orders to attack his former friends. (See CONTROL SPELLS.) NOTE: Target of the spell gets a saving roll against his IQ on 3 dice. This spell does not work on animals or dragons. Cost: 3 ST, plus I each turn the spell is maintained. Duration: 1 turn. Casting time: 1 turn.
CURSE: (T) [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. Casting time: 1 turn.
FIREPROOFING: (T) [Advanced Wizard] Makes its subject immune to all effects of all kinds of fire and flame. His clothes and the things he carries will also be unaffected. Cost: 3 ST to cast, plus 1 per turn to maintain, for each hex of size of the subject. Duration: 1 turn. Casting time: 6 turns.
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.
FLIGHT: (T) [Advanced Wizard] Lets subject (temporarily) fly. (See FLIGHT rules under MOVEMENT.) Any attack on a flying (one-hex) creature is at -4 DX. A creature flying by this spell has a MA of 12. Such a creature will not be used to flight–so if he/she attacks while in the air, his/her DX will be adjusted by -2 for regular physical attacks or magic spells cast on another, and -4 for attacks with physical thrown or missile weapons. This is in ADDITION to the -4 DX mentioned above if a flying creature is the target attacked. If one flying wizard aims a staff stroke at another, his DX is -6; -2 because he’s flying, and -4 because his target is. This is clearly not an effective way to attack. Costs 3 ST to cast, plus 1 per turn flying. 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.
OPEN TUNNEL: (T) [Advanced Wizard] Turns one hex of rock (or any other material) into air. The effect of this spell is permanent. A smaller area may be affected if the wizard wishes, and the wizard may control the shape of the area. Cost: 10 ST.
It is possible to kill with this spell by turning all or part of a foe into air. However, the spell is not instantaneous. If this spell is directed against a living being, that creature has a 4-die roll against DX to escape. If the roll is successful, the target creature immediately jumps back one hex, out of the way. Otherwise, he (or part of his body) vanishes. The GM assesses damage done by a partial vanishing. Except in the case of a giant slime, Goo, or truly enormous creature, this effect will be very severe. Casting time: 3 turns.
SLIPPERY FLOOR: (T) [Advanced Wizard] Makes the floor over one megahex extremely slick. When any figure enters the slippery area, the player who cast the spell reveals it. Any figure in a hex made slippery, or any figure entering a slippery hex, must make his saving roll (3 dice against DX) to avoid falling in that hex. If the figure then enters another slippery hex in the same turn, it must roll again, and so on… and even if a figure simply stands still in a slippery hex, it must make the saving roll to avoid falling. A figure which falls in a slippery hex may try to stand next turn, but must make its 3-die saving roll to do so. Of course, it may choose to lie still, or to crawl out (see CRAWLING under MOVEMENT). To figure the range for this spell, or any other thrown spell covering one MH, count the hexes from the wizard to the center of the MH involved; this is the DX-. This spell DOES affect images and illusions. Lasts 12 turns unless renewed. Cost: 3 ST. Casting time: 1 turn.
STICKY FLOOR: (T) [Advanced Wizard] Makes an area of floor 1 MH in size magically “sticky.” The only effect is on figures’ movement. Any figure entering a “sticky” floor area stops immediately. Each turn thereafter, his MA is reduced to 1. A figure with a ST over 30 has MA 2. An area cannot be both “slippery” and “sticky” due to magic; the second spell cast will fail to work. This spell affects images and illusions.
This effect lasts 12 turns unless renewed. Cost: 3 ST. Casting time: 1 turn.
STONE FLESH: (T) [Advanced Wizard] Gives subject’s body the power to act as armor, stopping 4 hits per attack. The protective effect of Stone Flesh is cumulative with any other natural or magical hit-stopping ability (armor, fur, etc.) of its possessor, but not with Iron Flesh. There is no way to tell if a figure is protected by this spell except to hit him or use Reveal Magic. Costs 2 ST to cast, plus 1 each turn the spell continues. Duration: 1 turn. Casting time: 1 turn.
STOP: (T) [Advanced Wizard] The victim of this spell has a MA of zero for the next four turns. He or she may do anything else, but may not move to another hex under any circumstances. Cost: 3 ST. Duration: 1 turn. Casting time: 1 turn.
SUMMON GARGOYLE: (C) [Advanced Wizard] Brings a Gargoyle (ST 20, DX 11, IQ 8, MA 8 on ground, 16 in air, fist does 2 dice damage) to serve wizard. (See SUMMONED CREATURES.) Costs 4 ST, plus 1 each turn the Gargoyle stays. Duration: 1 turn. Casting time: 1 turn.
TELEKINESIS: (T) [Advanced Wizard] Lets wizard move objects by the force of his mind. Objects may be picked up, thrown, etc. A wizard may do anything with TK that he could do if his own body were there. However, the object manipulated must be where he can see it. (Exception: A wizard with TK could use it to untie himself, even if he were in the dark or his hands were tied behind him.) For purposes of governing TK, the GM should assume that the wizard has one “invisible body” which he may place and use anywhere he can see. It is possible to use a weapon with this spell–but any weapon controlled telekinetically is at an extra -4 DX. Cost: 2 ST per turn. Duration: 1 turn. Casting time: 1 turn.
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.