These are the spells for IQ 19 or higher:
ANIMATE WEAPON: (S) [Interplay] This powerful spell animates any weapon that the wizard can use in accordance with his strength without any dexterity penalties, and the weapon can move at the same rate of the wizard. Any attack at the wizard is at -8 DX. To destroy the weapon, it must take hits equal to half the strength needed to use it, (minimum of 4), a quarter for a broken weapon. ST cost: 4 ST (6 ST for a 2 handed weapon) and 1 to maintain. (NOTE: every hex distance from the wizard, the weapon is at -1 DX).
LEVITATE: (T) [Interplay] Similar to the Flight spell but with no DX adjustments. The subject flies in accordance with their normal movement allowance. Cost: 4 ST and 1 to maintain. Duration: 1 turn. Casting time: 1 turn.
LONG-DISTANCE TELEPORT: (S) [Advanced Wizard] Lets wizard “blink” himself or another (one person at a time) from anyplace to anyplace else, provided the wizard has been to the destination or can see it (or a clear memory of it) by some means, magical or otherwise. A crystal ball visualization is NOT accurate enough for this spell. Up to 50 kg of “cargo” can be carried by the spell’s subject.
If the wizard misses his DX result with any result EXCEPT a 16, the teleported character is dead, kaput, finished, lost forever. However, if the wizard rolls exactly 16 (regardless of his DX), the teleported character goes, not to the intended destination, but some where in some way similar to that place. (GMs: Determination of this place is up to you. Make it interesting.)
A wizard can use this spell to get rid of a foe, but CANNOT use it to deliberately disintegrate him, send him to Limbo, etc. Remember: The chosen destination has to be one the wizard is actually familiar with somehow–and the wizard cannot deliberately cast the spell clumsily to try to kill the subject.
ST cost: 20. Duration: 1 turn. Casting time: 1 turn.
METAMORPH OTHERS: (T) [Interplay] Changes the subject to anything the spell caster wants. The subject has the same attributes that he had before, and the ordinary abilities of the new creature (armor, attacks, etc.) but not any of the extraordinary abilities (i.e. A dragon cannot breathe fire but can fly). Any non-magical equipment that is worn changes with the person to the new shape. Magical equipment has a saving throw on 1 die against the number of spells on the item. (3 or less for 3 spells, etc.) If changed, then it will be useless while in the metamorphosed stated.
This spell is a temporary version of the Shapeshift spell with some other minor changes. A reluctant victim gets a saving throw of 5 dice vs. IQ. Cost: 5 ST plus 2 for each hex change. (1 hex to 3 hex takes another 4 ST). Cost is 1 ST per minute to maintain. Duration: 12 turns. Casting time: 3 turns.
METAMORPH SELF: (S) [Interplay] Same as above, but with a cost of 4 ST, plus 1 for each hex change, and 2 ST to maintain. Duration: 12 turns. Casting time: 3 turns.
PIT: (C) [Interplay] Creates a one hex pit 4m deep. Falling in causes 1d-3 damage. A Pit lasts for only 4 turns and anyone left inside after that is trapped but not necessarily killed. The Pit does not have to be on the floor. Cost: 5 ST. Duration: 4 turns. Casting time: 1 turn.
REVIVAL: (T) [Advanced Wizard] This spell will restore any dead creature to life, provided death took place less than an hour ago. ST cost: 50. The spell cures all minor wounds and diseases and leaves its subject unconscious with a ST of 1. It will NOT restore youth. Casting time: 1 minute.
For revival to succeed, most or all of the body must be present. If the body has been severely burned, mangled, or otherwise damaged, or if limbs are missing, the wizard must make his DX roll on FOUR dice. Revival does NOT restore missing limbs.
The character who is revived loses 5 points from some attribute or combination of attributes. See DEATH.
No way has ever been found to make this spell work when read from a scroll.
ZOMBIE: (T) [Advanced Wizard] Lets wizard reanimate a corpse to create an undead servant. The Zombie has no IQ and a DX of 2 less than it did in life. Its ST is equal to the ST the wizard puts into it when he casts the spell. A zombie cannot cast spells or take independent action. Its creator can see through its eyes. A zombie’s wounds cannot heal on their own, and it loses 1 ST a day as it rots; however, healing potions, further Zombie spells, etc., can give it more strength. It is impolite to bring a zombie into a public place, because they smell bad and frighten people. ST cost to create a Zombie: 5 ST plus whatever extra ST (must be at least 2) you give the Zombie. If the controlling wizard dies, his Zombies will wander aimlessly. Make a reaction roll for everything they encounter. On a bad reaction 1 or 2) a Zombie will attack.
Burned, beheaded, or dismembered corpses cannot be used for zombies. An intact skeleton can be used; it will make a zombie Skeleton.
Casting time: 6 turns.