Grimoire: IQ 9 Spells

These are the spells for IQ 9 or higher:

AID: (T) [Advanced Wizard] Temporarily adds 1 to ST, DX or IQ of any figure (including the wizard himself) for each ST the wizard uses to cast it. Duration: 2 turns. Casting time: 6 turns.

If ST is given to another figure (for instance, to another wizard to cast a spell with a very high ST cost), that ST must be used within 2 turns, or it is lost.

AVERT: (T) [Advanced Wizard] Defensive spell. When a wizard throws Avert on a victim, the victim must end his movement at least 2 hexes further from the wizard than he started, each turn the spell is on. A victim who cannot move away without running into something or falling into a river or chasm must make his saving roll (3 dice against adjDX) to avoid falling down. A figure which cannot move 2 hexes due to being engaged must move as far away as it can, even if it has to disengage. Costs 2 ST to cast, plus 1 each turn it is maintained. Duration: 1 turn. Casting time: 1 turn.

CHILL TOUCH: (T) [HOW] Turns the wizard’s hand into a source of negative energy, which disrupts the life force of living creatures. Each touch by the wizard channels negative energy that causes 1d damage for every 2 ST put into the spell, up to 3d. This spell does not cause damage to undead creatures, but they must make a saving roll of 3d vs. IQ to avoid fleeing away from the wizard for 1d turns. Time to cast: 1 turn. Duration: 1 turn.

CLUMSINESS: (T) [Advanced Wizard] Subtracts 2 from the victim’s DX for every ST the wizard uses to throw the spell. Lasts 3 turns (1 turn if the victim’s ST is 30 or more). Casting time: 1 turn.

CONFUSION (T) [Advanced Wizard] Subtracts 2 from the victim’s IQ for every 1 ST the wizard uses to throw spell. Lasts 3 turns. A figure whose IQ is reduced by a Confusion spell cannot use high-IQ spells while “confused” to a level lower than the IQ required for the spell, but CAN re-energize spells already cast. Duration: 3 turns. Casting time: 1 turn.

DARK VISION (T) [Advanced Wizard] Gives subject the ability to see normally, even in total dark, for 1 hour. (Note to GMs: In labyrinth adventuring, you may make this one hour on YOUR OWN watch, rather than keep track of that many turns). ST cost: 3. This spell does NOT penetrate invisibility, magically induced shadow, etc.–that is left for Mage Sight. Duration: 1 hour. Casting time: 3 turns.

DARKNESS (S) [Advanced Wizard] Extinguishes all artificial lights (including LIGHT spells) within its range. Does not affect light from sources outside its range. Range is 1 MH from the wizard’s MH for every ST point used to cast it. Duration 3 turns–can be extended past that time (whatever its range) for 1 ST per turn. Example: A wizard wishes to cast Darkness in an area 3 MH from his own MH for 4 turns. It costs him 3 ST to cast the spell, and one more to hold it for the 4th turn. If the wizard is killed or goes unconscious, the darkness lifts. The wizard CAN limit the darkness effect to a PART of that area, even to having it hit one torch among dozens, if he wishes. Torches, lights, etc., come back to life when the spell ends. Casting time: 1 turn.

DETECT LIFE (S) [Advanced Wizard] When this spell is successfully cast (again, GM makes adjDX roll), he tells the wizard whether there are any living beings (except members of his party) within 2 MH of the MH he is in. Basic ST cost is 2; range can be increased by 1 MH (in all directions) for each additional ST the wizard puts into it. The wizard MAY, if he wishes, make the spell “directional,” and look at only one hex, or only one MH, within the spell’s range. He may also look for one kind of life–i.e., orcs. If the GM misses the roll, he says “You sense nothing living,” regardless of whether there is actually any life about. NOTE: Germs, flies, etc., don’t count. Large plants do… so this spell is less useful in the forest. Duration: 1 turn. Casting time: 3 turns.

EXTINGUISH FIRE: (T) [GURPS] IQ 9. This spell extinguishes normal or magic fires, up to 1 hex in size. This will not put out the fire in things like molten lava or metal. ST cost: 2. Duration: 1 turn. Casting time: 1 turn.

FIRE (C) [Advanced Wizard] Fills one hex with magical flame. Effects of this flame are as follows: No creature of less than IQ 8 will pass through or stay in it; animals are afraid of fire. (An illusion, of course, could pass through.) A figure who moves through a fire hex, or is in a hex when a wizard creates fire there, takes 2 hits of damage. A figure which moves into a fire hex and STOPS (to attack, for instance) takes 4 hits and suffers -2 DX that turn. The effects of fire hexes are cumulative within a turn, but armor and protective spells DO work.

Example: A figure moves through 2 fire hexes (4 hits damage) and stops in a third one to attack (4 more hits). The protection given by that figure’s armor and spells are taken from the total of 8 hits to see how many hits the figure actually took from the fire. The hits take effect as soon as the protection is used up. If the figure in the example had Stone Flesh (stopping 4 hits) but no other armor, he would suffer no damage in the first two hexes. However, these would use up the protection, and upon stopping in the third hex he would take 4 hits. (The Stone Flesh would still take 4 hits off any other attack that turn).

A wizard may also use this spell to produce controlled fire in his own or an adjacent hex. He could light his own cigar, a friend’s torch, or an enemy’s beard.

ST cost to use Fire in any fashion: 1 ST. Duration: 12 turns. Casting time: 1 turn.

REVEAL MAGIC (S) [Advanced Wizard] A spell which may be used by a wizard during combat to find out what secret protective spells or devices his foes may be using. Will reveal any or all of the following spells, whether they have just been cast or are properties of a magical item being ACTIVELY USED by the foe: Avert, Shock Shield, Reverse Missiles, Eyes-Behind, Fireproofing, Stone Flesh, Iron Flesh, Fresh Air, Spell Sheild, Unnoticeability, Blast Trap, Shock Shield, Shapeshifting, Mage Sight, Dark Vision, Daze, Fear and Hammertouch. Will also reveal any Amulets worn and any objects presently giving Immunity to any specific sort of spell.

NOTE: This spell will NOT pick up a magical item that is not “powered” at the moment. It will always pick up an “always-on” sort of item. It will never tell the caster WHAT item of the foe’s is magical–just that there’s protection there.

Reveal Magic may be cast on one figure at a time. It will work on any figure within 5 MH of the wizard casting the spell, but he (or one of his illusions, etc.) must be able to see the figure the spell is cast on. When the spell is cast, it will automatically reveal any Slip­pery Floors or Sticky Floors within 5 MH of the figure who cast it.

Cost to cast this spell: 1 ST, plus 1 each turn it is renewed. Duration: 1 turn. Casting time: 3 turns.

SUMMON WOLF: (C) [Advanced Wizard] Brings a wolf (ST 10, DX 14, IQ 6, MA 12, bite does 1d+1 damage) to follow the wizard’s orders. (See SUMMONED CREATURES in Advanced Wizard). Costs 2 ST to cast, plus 1 each turn the wolf remains. Duration: 1 turn. Casting time: 1 turn.