These are the spells for IQ 20 or higher:
EARTHQUAKE: (S) [Interplay] This spell causes a powerful earth tremor that affects everything within 5 megahexes except the wizard. Any creature is thrown violently to the ground (no other actions) and takes 1 hit of damage, regardless of armor. The tremor lasts for 5 turns. If anyone attempts to get up during the 5 turns, roll 4 dice against DX to succeed, and roll again every turn to stay up. If they fall again, they take one more hit of damage. If they remain standing, all attacks and spells are at -3 DX, except the wizard–he is unaffected. It is NOT recommended to use this spell if underground. ST cost: 7 ST. Duration: 5 turns. Casting time: 6 turns.
ENFORCE: (S) [Interplay] Makes ALL illusions within the area of effect more “realistic” (i.e. Harder to disbelieve) by increasing the number of dice to disbelieve by. Cost: 1 ST to cast, plus 1 ST per die increase (minimum of 4), plus 1 ST per MH distance. (1 St would affect the mega-megahex around the wizard). Cost to maintain: 1 ST for every 3 dice to disbelieve.
FIRE BLAST: (M) [Interplay] This is a missile spell that affects any megahex (or 7 hexes in a cluster). It inflicts 1 dice damage per hex for every ST the wizard puts into it. Any multihex creature takes appropriate damage. Note that when rolling for the spell to take effect, a result higher than the caster’s dexterity would mean nothing happened. On a roll of 16, a Fire hex would appear at the center of the target megahex; on a 17, a Fire hex would appear in the wizard’s hex; and on an 18 the Fire Blast would appear around the wizard. Cost: 2 ST for each dice damage. Casting time: 1 turn.
GREATER MAGIC ITEM CREATION: (S) [Advanced Wizard] Lets wizard create any magic item on the Greater Magical Item list–see CREATING MAGIC ITEMS for details, costs, and other requirements.
GROUND: (T) [Interplay] Once thrown, the creature that this is thrown upon is unable to fly as long as the spell is maintained. Cost: 5 ST and 1 to maintain (2 ST if the victim’s strength is 30 or more). Duration: 1 turn. Casting time: 1 turn.
MULTIPLE CREATION: (S) [Interplay] This spell is a preparation spell for any multihex creation. When a wizard casts this spell, the next turn the wizard MUST perform a creation spell (wall, fire, shadow, image or illusion–but not a summoning). It will then be possible for the creation to be more than one thing as long as it is not less than one hex each. It would then be possible to have non-connected walls, shadows, etc.–or have an illusion of 4 men instead of a 4-hex dragon. Note that any image/illusion still cannot use missile weapons! (Arrows are less than 1 hex in size). ST cost: 3 ST + the number of hexes created. Duration: As long as the creations. Casting time: 3 turns.
POSSESSION: (S) [Advanced Wizard] The wizard casting this spell puts himself into a trance and takes over the body of some other creature. To be possessed, a person or animal must be in physical contact with the possessing wizard or some object he has previously prepared as a “trap,” OR must be well known to the wizard. The victim gets a 4 die saving roll against his own IQ to avoid being possessed when the attack first takes place; if he makes the roll, he will know who tried to possess him.
Possession may be noticed by either a Scholar or a good friend of the possessed victim on a die roll against the noticing person’s IQ, the FIRST time the victim is encountered after possession. It may also be detected by an Analyze Magic spell cast on the victim.
Possession ends when (a) the possessing wizard dies, (b) the victim dies (this also does 2 dice damage to the wizard!) (c) the possessing wizard voluntarily lets go, or (d) a successful exorcism takes place. A “Dissolve Enchantment” spell (ST cost 50) will exorcise the possessor without harming him or the victim.
ST cost to cast this spell is 20 if it succeeds, 5 if the victim makes his saving roll. The ST is spent when the attack is made, not when the “trap” item is prepared. Preparing the trap uses the same spell, costing a separate 10 ST. Casting time: 1 min.
SUMMON LARGE DRAGON: (C) [Interplay] Summons a 14-hex dragon (ST 100, DX 14, IQ 24, MA 8 on the ground, 24 in the air, breath 4 dice damage, claws 2d+2) to obey the commands of the wizard. Cost: 10 ST to cast, 2 to maintain. Duration: 12 turns. Casting time: 3 turns.
WORD OF COMMAND: (S) [Advanced Wizard] A wizard who knows one of these words can say it to any figure (or to a group) and compel obedience. The wizard must make his own adj. DX roll to say the Word properly. Each hearer gets a 5/IQ roll to avoid obeying. Effects of a Word last one minute (12 turns). Each victim then gets a 5/IQ roll each turn to escape its influence.
A Word of Command may be spoken in the Sorcerer’s Tongue, in which case it will affect any being with a mind (IQ over 2) that hears it. It may also be spoken in any language that the wizard knows–in which case, it will affect only those who hear it AND understand that language.
A wizard speaking a Word of Command may direct it so only those in front of him can hear, or whisper it in one person’s ear, but cannot direct it much more finely than that. A wizard is not affected by his own Word.
ST cost for using a Word is 3, regardless of how many hear it. Duration: 1 turn. Casting time: 1 turn.
A number of different Words of Command are known. Each is a SEPARATE spell, and must be learned separately. These include:
KILL: Hearers will mindlessly attack anything living.
FLEE: Hearers will run madly from the wizard.
SURRENDER: Hearers will drop their weapons (or cease flight) and stand meekly.
COME: Hearers will come to the wizard and follow where he leads.
BELIEVE: Hearers will believe anything that anyone tells them. They cannot try to disbelieve an illusion unless someone tells them it is not real. They cannot tell each other things. They always believe the last thing they see or hear while affected by this Word.
STOP: Hearers stop whatever they’re doing.
QUIET: Hearers do their best to make no sound whatsoever.
GO THAT WAY: This Word must be used with a gesture. Hearers will travel in the direction indicated.
“DO NOT”: This must be used with another Word of Command. It cannot be used with an “ordinary” word. Hearers do the exact opposite of the negated Word. Total ST cost remains 3.
OBEY: Hearers will attempt to obey any command given them by anyone. A figure commanded to harm itself, attack a friend, or make a suicidal attack will get one immediate 5/IQ roll to break the Word’s compulsion.
Other Words of Command include SING (at the top of your lungs), SCREAM (ditto), LAUGH (ditto), FREEZE (as per spell), CRAWL (on hands and knees), CRY, HICCUP, and EAT. Some of these are of very little practical use–but mages have never been apt to discard a spell just because it was pointless.
There is no Word of Command for “DIE.” There are stories that SLEEP was once known, but it is not now found in grimoires.