Grimoire: IQ 17 Spells

These are the spells for IQ 17 or higher:

7-HEX FEAR: (T) [GURPS] Like the Fear spell, but covers 7 connected hexes. Cost: 6 ST. Lasts for 10 minutes. Casting time: 1 turn. Corruption points: 1.

14-HEX IMAGE: (C) [Interplay] Allows the wizard to create an image up to 14 continuous hexes large. (See IMAGES AND ILLUSIONS.) Cost: 6 ST. Duration: 12 turns. Casting time: 1 turn.

EXORCISM: (S) [inthelabyrinth.org] Negates the effects of any possession. If the possessing spirit is a ghost or other undead, add 1 die to the DX roll. If the possessing spirit is demonic, add 2 dice. Cost to cast: 15 ST. Time to cast: 1 hour. Duration: permanent. If the lead caster rolls a critical failure when attempting this spell, he must roll 4 dice vs. IQ. If he fails that roll, then he becomes possessed by the possessing spirit.

HEAT METAL: (T) [Interplay] The spell heats any metal (rings, swords, metal armor, etc.) to make it blistering to the touch. If used against a piece of jewelry, ring amulet, etc.) the subject must make a saving throw vs. ST 4 dice or be unable to use it for the turn. If used against a weapon, every turn it is used inflicts one hit of damage on the wielder. If used against armor, it inflicts 3 hits per turn on the wearer (It takes 5 minutes to get our of armor…) Cost to cast: 3 ST, 1 to maintain. Spell duration is 1 turn; casting time is 1 turn.

STAFF TO WEAPON: (T) [Interplay] Lets wizard change his staff into any one piece weapon, which may then be wielded as if he had the required talent. Normal DX penalties apply if the wizard does not have the required ST for the weapon. The staff/weapon will not affect the wizard’s subsequent spell casting ability in any way. If held against the wizard’s will, it will explode as with the Staff spell.

If this spell is cast upon a Staff of Power, the weapon will do an extra 2 hits of damage and is immune to the Drop Weapon and Break Weapon spells. If the weapon is broken otherwise, it reverts back to a broken staff. ST cost to cast: 2, plus 1 per turn to maintain.

WEAKNESS: (T) [Interplay] Makes the victim very weak, half ST for all purposes except hits. In addition, movement is halved. ST cost is 4 to cast, 1 to maintain. Spell duration: 1 turn. Casting time: 1 turn.