These are the spells for IQ 15 or higher:
7-HEX IMAGE: (C) [Advanced Wizard] Lets wizard create any image occupying up to 7 connected hexes. (See IMAGES AND ILLUSIONS.) Costs 4 ST. Duration: 12 turns. Casting time: 1 turn.
7-HEX SHADOW: (C) [Advanced Wizard] Like a Shadow spell, but affecting up to 7 connected hexes. Cost: 3 ST. Duration: 12 turns. Casting time: 1 turn.
ASTRAL PROJECTION: (S) [Advanced Wizard] Lets the wizard send his “astral body” to another place while he (apparently) sleeps. The astral body can go anywhere the wizard knows about if he knows (approximately) the path. Distance is no barrier. The astral body can observe events in other places for one hour; at the end of that time, it automatically returns.
A wizard cannot take real physical objects (magical or otherwise) with him onto the astral plane. The exception is his staff. If the wizard has a staff, his astral body possesses an “astral staff” having all the powers given in the Staff or Staff of Power spell. However, no other spells which may have been cast on his “real” staff carry over into the astral plane–thus, he could not carry a Lightning rod (for instance) with him. An astral body looks like the wizard’s real body, and is dressed and armed the same way.
A figure in the astral plane may look for traps, read open books, etc., just as though he were there in physical or insubstantial form.
A wizard in the astral plane may cast a spell on himself, or on another astral figure, exactly as though he were physically present. However, if an astral figure wishes to cast a spell on any physical person or object, the ST cost is TRIPLED. Furthermore, a wizard in astral form cannot use the Create Gate or Control Gate spells at all.
Combat between astral beings is handled exactly like combat between “real” creatures, except that (a) there are no physical barriers on the astral plane, and (b) no magical item (except the staff) can be used. Wizards can cast spells at one another, just as though the fight were physical. Other forms of combat also work; two astral figures can battle with weapons or HTH. An astral figure will have astral weapons identical to the “real” ones he was carrying, but they will not have the magic powers (if any) that the real ones did.
Nothing in the physical plane, except a Dazzle spell or a Word of Command, can harm an astral body; in fact, an astral body cannot communicate with a physical being except by telepathy (the ST cost for telepathy is the ordinary cost, not the tripled one). Pentagrams, wards, and other magical protections WILL stop an astral body.
A physical being cannot observe an astral body in any way except by Mage Sight. Detect Life will detect nothing. Detect Enemies or a Ward spell will warn that something is present, but that’s all.
An astral body has the ST that its possessor did immediately after the spell was cast to send him onto the astral plane. ST lost by the astral body (due to spells cast, wounds, or anything else) is also lost by the physical one. An astral body cannot draw ST from a strength battery, or from an Aid spell cast by a physical being. He can use the Drain Strength spell, if he knows it–but only on a willing subject. Death of the astral body kills the physical body, and vice versa.
Cost: 10 ST. Duration: 12 turns. Casting time: 6 turns.
CALLING: (S) [Advanced Wizard] The caster of this spell can draw to him the closest being of any kind he specifies, as long as that being is not more than a few kilometers away. The creature “called” will move toward the wizard as fast as it can travel without putting itself in some severe danger. Its reaction when it arrives at the wizard is NOT modified by the spell–so if you call a sabertooth tiger, you’d better be ready to deal with it when it appears! The wizard can call any creature of a type he has encountered before. If no creature of the type called is within range, the GM may, at his discretion, substitute a similar type, especially if the wizard’s die roll was good. ST cost: 5. Casting time: 6 turns.
CEREMONIAL MAGIC: (S) [inthelabyrinth.org] Allows groups of wizards to cast larger spells, on subjects locally or far away. The spell involves using strict ceremonies, including candles, special ingredients, chanting, etc. to focus the wizards minds and expand the working of the spell.
Any spell can be cast using Ceremonial Magic, regardless of IQ level. To cast the spell, each wizard actively involved in casting the spell MUST know the Ceremonial Magic spell, as well as the spell to be cast. Wizards lending strength through Aid spells (such as apprentices) do not have to know either spell, but are limited to how much assistance they can give.
ST cost to perform this spell: 5. The time to cast the spell is 10 times the normal casting time, with a 1 hour minimum.
For more information, see CEREMONIAL MAGIC.
CREATE GATE: (C) [Advanced Wizard] Allows the wizard to make a Gate (see GATES). The gate will follow whatever rules the wizard specifies at the time he STARTS the gate. Cost to build a Gate is 100 ST: 50 when one end of the gate is set up, and 50 when the other end is set up. Once the gate is finished, the wizard cannot change it unless he knows the Control Gate spell (IQ 18). Casting time: 1 week.
GIANT ROPE: (C) [Advanced Wizard] A strong version of the Rope spell. Cast on a creature of ST 20 or more, it has just the same effect that an ordinary Rope spell has on a human. Cast on a weaker creature, it has the effect of two simultaneous Rope spells, which must be removed one at a time. Cost: 5 ST. Duration: 1 turn. Casting time: 1 turn.
HAMMERTOUCH: (T) [Advanced Wizard] The subject of this spell can “thump” a person, door, or other object with his fist, doing 1 die of damage for every point of ST that was put into the spell. The spell lasts 3 turns–so the subject of a 4-point Hammertouch would be able to deliver three 4-die punches, one on each of the next 3 turns. This spell is useful for HTH combat, or for breaking down doors, but cannot be effectively combined with the Unarmed Combat talents or the Magic Fist spell. The subject of the spell will not be hurt, no matter what he hits, unless he rolls a 17 or 18–then he takes 1 die of damage himself. Duration: 3 turns. Casting time: 1 turn.
IRON FLESH: (T) [Advanced Wizard] Similar to Stone Flesh, but better: lets subject’s body stop 6 hits per attack. Costs 3 ST, plus 1 per turn. Duration: 1 turn. Casting time: 1 turn.
MADNESS: (T) [GURPS] Control spell. The spell causes the victim to go temporarily insane. The caster selects the severity of the madness, and the GM selects the form. Roleplay the results.
Mild: Delusions, flashbacks, confusion, paranoia.
Severe: Hallucinations, delusions, chronic depression.
ST cost depends on severity: 2 ST for mild, 4 ST for severe and 6 ST for extreme. Half that cost to maintain. Duration: 1 minute. Casting time: 1 turn.
MAJOR HEALING: (T) [GURPS] Like Minor Healing, but restores up to 8 ST on the subject. If the caster has the Physicker talent, he or she gets a +1 bonus on their IQ roll. ST cost: Two ST is healed for every 3 ST expended by the caster. This spell includes the Minor Healing spell. Time to cast: 12 turns.
MEGAHEX AVERT: (T) [Advanced Wizard] Like an Avert spell, but cast on the occupants of a whole megahex at once… that is, any hex and all hexes adjacent to it. If the spell works, every figure in the MH is under an Avert spell, as above. Costs 3 ST to cast, plus 1 each turn the spell is held. Duration: 1 turn. Casting time: 1 turn.
NIGHTMARE: (T) [GURPS] Control spell. Causes the sleeping subject to have a nightmare of the caster’s choice. The subject gets a saving roll of 3 dice against IQ. If the spell is successful, the subject gets no rest for that night and loses 2 ST. If cast the next night, the subject will another 2 ST. If the subject reaches a ST of 0, he will fall into a coma and die in 2d days unless Dissolve Enchantment is cast on him. Cost: 6 ST. Casting time: 12 turns.
PENTAGRAM: (C) [Advanced Wizard] Creates a magical barrier which keeps out evil influences. A pentagram is a five-sided figure, but treat it as covering one megahex. A pentagram will act as a Spell Shield to stop any magical attack from outside the MH. It will also stop images, illusions, and summoned beings. The only thing it will NOT stop is a totally “natural” thing–such as a purely physical attack by a non magical creature. Costs 5 ST to cast, plus 1 for each turn maintained. The catch: (1) It takes 3 full turns to draw the pentagram; if the wizard is disturbed while drawing it, he loses 1 ST and must start over. (2) When the first attack is made against the pentagram, the wizard who drew it must make a 3-die saving roll against IQ to see if he drew it correctly. If he misses the roll, the pentagram is faulty and offers NO protection.
It is also possible to summon a demon INTO a pentagram. If the pentagram holds, everyone outside its perimeter will be safe.
SPIDER SILK: (M) [GURPS] Shoots strands of spider silk from the wizard’s fingertips to the target. The strands appear to be thin and fragile, but are extremely strong. The victim is immobilized and cannot move. The spider silk can also be used to block an area by anchoring to 2 fixed points. Anyone touching the strands are bound as if they were hit by the spell. The strands can be cut or burned away–they have an effective ST of 10, and take triple damage from fire. ST to cast: 2 ST for every megahex distance, up to 5 megahexes. Duration: 1 minute. Casting time: 1 turn.
SUMMON SMALL DRAGON: (C) [Advanced Wizard] Brings a small (4-hex) dragon (ST 30, DX 13, IQ 16, MA 6 on ground, 16 in air; breath does 2 dice damage, claw does 2d-2) to follow wizard’s orders. (See DRAGONS and SUMMONED CREATURES). Costs 5 ST, plus 1 each turn the small dragon stays. Duration: 1 turn. Casting time: 1 turn.
TELEPORT: (S) [Advanced Wizard] Instantly “blinks” wizard to another hex. He may choose any facing he likes in the new hex. He does not have to be able to see the hex he is going to, but if he comes out in a hex with a solid object, he dies–and so does the object, if it was alive. Illusions count as solid; images disappear. Cost: 1 ST for each MEGAHEX distance transported. Duration: 1 turn. Casting time: 1 turn.
UNNOTICEABILITY: (T) [Advanced Wizard] As its name implies, this spell makes its subject hard to notice. He is not invisible, so Dark Vision, Mage Sight, etc., are of no help; he is simply very easy to overlook.
Anyone who would normally see (hear, smell, etc.) an “unnoticeable” figure must make a 4-die saving roll vs. IQ. Failure to make the roll means that they will never realize he is there. They will not look, walk, or fire missiles in his area unless absolutely necessary. Even if they bump into him, they won’t realize he’s there if they had missed their IQ roll before.
Figures in battle roll one more die to notice; figures with Alertness or Acute Hearing roll one less die for each talent. If an “unnoticeable” figure attacks someone, the one attacked will notice him. Once you notice an unnoticeable figure, you can see him clearly, but those who have not noticed him must still make a roll to see him, even if you point. They may decide you’re insane!
ST cost: 3 to cast, plus 1 each turn it is maintained. Duration: 1 turn. Casting time: 1 turn.