These are the spells for IQ 14 or higher:
3-HEX FEAR: (T) [GURPS] Like the Fear spell, but covers 3 connected hexes. Cost: 4 ST. Lasts for 10 minutes. Casting time: 1 turn.
4-HEX ILLUSION: (C) [Advanced Wizard] Lets wizard create any illusion (see IMAGES AND ILLUSIONS) no greater than 4 hexes in size. Cost: 3 ST. Duration: 12 turns. Casting time: 1 turn.
DISPEL ILLUSIONS: (S) [Advanced Wizard] Causes all illusions within 5 megahexes of the wizard’s own megahex to vanish immediately, regardless of their size and who created them. Cost: 5 ST. Duration: 1 turn. Casting time: 3 turns.
EXPLOSIVE GEM: (S) [Advanced Wizard] This is a spell for creating a simple kind of magic object. An Explosive Gem may be made to go off when disturbed at all, or to explode only when thrown, at the maker’s pleasure. Its maker may handle it without danger. Explosive gems of 6 dice power or greater also put one die of damage on each figure in a hex adjacent to that in which they explode!
The ST cost to create an Explosive Gem is 5 for every die of damage the gem will cause when it explodes, with a maximum of 8 dice. The casting wizard must start with a gem worth at least $50. Once the Explosive Gem spell is cast on a gem, it cannot be recast to make it more powerful–if this attempted, it will explode with the combined power of both the original and the attempted spell! Casting time: 1 hour per die of damage the spell will cause.
FRESH AIR: (T) [Advanced Wizard] The subject of this spell can breathe normally, regardless of where he may be–entombed in rock, underwater, surrounded by noxious gases, etc. The spell magically brings him air from elsewhere. ST cost: 2 to cast, plus 1 per minute to maintain. Duration: 1 minute. Casting time: 1 turn.
GLAMOR: (T) [Advanced Wizard] This is a special sort of illusion. A Glamor is cast over some living creature to make him appear as other than what he is; it is a magical disguise. A Glamor does NOT give the disguised creature any of the abilities of his disguise, and cannot make him appear to be more than twice his actual size. A Glamor can NOT be penetrated by disbelieving. It lasts until removed by Remove Thrown Spell, until the casting wizard wills it away, or until the englamored one dies.
A creature with Mage Sight may have a 4-die roll against IQ, ONCE ONLY, to see through a Glamor when it is first encountered. If successful, this removes the Glamor–but only for him; others will still see the illusion.
ST cost to cast a Glamor is 10. Casting time: 6 turns.
LIGHTNING: (M) [Advanced Wizard] Does 1 die damage for each ST point the wizard puts into it. Can also be used to blast through solid objects–for instance, a created Wall hex will vanish after taking 5 hits from Lightning, and the remainder (if any) of the lightning force passes straight through. If a being is killed by magical lightning, all magical items it carried are destroyed. Duration: 1 turn. Casting time: 1 turn.
REMOVE THROWN SPELL: (T) [Advanced Wizard] Negates the effect of any Thrown-type spell… can be used to dissolve an enemy spell, or to eliminate a foe’s own magic protection. Has no effect on spells other than Thrown type, on magical items, or on the Spell Shield. Cost: 2 ST. Duration: 1 turn. Casting time: 3 turns.
SPELL SHIELD: (T) [Advanced Wizard] Prevents any spells (hostile or otherwise) from being cast on its subject–that is, protects against effects of all Special, Missile, and Thrown spells. Does NOT affect spells already cast; does NOT protect against ordinary physical force, including damage done by created beings or things, damage done by weapons (ordinary, magical, or staffs), or the effects of magic ropes and slippery floors. When a spell hits a figure protected by Spell Shield, the wizard casting the spell loses the entire ST cost for that spell, because it succeeded but was nullified. Exception–a wizard casting the Death Spell at a protected figure loses only 1 ST. Cost of the Spell Shield: 3 ST, plus 1 per turn it is maintained. Duration: 1 turn. Casting time: 1 turn.
SUMMON GIANT: (C) [Advanced Wizard] Brings a giant (ST 30, DX 9, IQ 8, MA 8, no armor, club does 3d+3 damage) to follow wizard’s orders. (See SUMMONED CREATURES). Costs 4 ST, plus 1 for each turn the giant stays. Duration: 1 turn. Casting time: 1 turn.
SUMMON LESSER DEMON: (C) [Advanced wizard] Allows wizard to summon a minor demon, who will perform one service for him, or fight for 12 turns, but will NOT grant a wish. The demon is a 1-hex creature with ST 50, DX 13, IQ 16, and infinite MA due to its ability to teleport itself. It may use any weapon. It does 2 dice damage in HTH; its skin stops 3 hits/attack.
It takes 5 undisturbed turns to complete the summoning, and if the wizard fails the DX roll at the end of the summoning, the demon will appear anyway–and attack HIM.
ST cost to summon a lesser demon is 20.
The summoning of demons is more fully explained under SUMMON DEMON, an IQ 17 spell.
TELEPATHY: (T) [Advanced Wizard] Lets wizard read mind of one subject. Costs 4 ST to establish, plus 1 per turn it is held. Wizard can ask subject 2 questions per turn, and subject will answer to the best of his/her knowledge (works best on humanoids, but language is no barrier). Wizard must be in physical contact with subject–so a hostile subject had better be tied up or held. A hostile subject gets a 4-die saving roll vs. IQ to avoid having his mind read. Subject must be conscious. This spell will work on animals, but they may not know much. It will NOT work on dragons. It may be used to GIVE information rather than take it–but still at only 2 pieces of data per turn. Duration: 1 turn. Casting time: 1 turn.
This is the spell the Wizard’s Guild will use to help a character forget a spell or talent to “make room” for a new one. Used this way, it takes one full day and requires ST equal to 4 times the IQ level of the spell/talent being forgotten. The subject must cooperate completely. It allows the wizard to enter the subject’s mind fully. A wizard cannot cast this spell on himself; outside help is always needed to forget.
WEAPON/ARMOR ENCHANTMENT: (T) [Advanced Wizard] This is the simplest spell to enchant objects; with this spell, armor (and shields) can be enchanted to enhance their protective value, and weapons can be enchanted to hit more often and/or do more damage. For details on casting this spell, see CREATING MAGICAL ITEMS.
Any suit of armor, or any shield, can be enchanted to stop more blows. Applying this spell at the “lowest level” will produce an item that magically stops 1 extra hit/attack. Applying it in a stronger form will let an item stop 2 hits/attack–and so on, up to 5.
Any weapon can be enchanted to do more damage, or to hit more often, or both. Applying the spell “lightly” will give a weapon that does +1 damage, or increases its user’s DX by 1, whichever the maker specifies. Stronger applications can give a weapon with damage and DX bonuses totaling up to 5–never more.
An item that is both offensive and defensive (a spike shield or main-gauche, for instance) could have both offensive and defensive bonuses on it–but not totaling more than 5.
This spell (in all its forms) is permanent. It MAY be removed by a Remove Thrown Spell–like any other thrown spell… but the bonuses on a multiply-enchanted object must be removed one at a time.