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New Spells

Air Spells

  Guide Smoke (IQ/A) Area   The spell is cast on a source of smoke, which is then guided in a single specific direction as if rising through a 20 foot chimney with a diameter equal to the area spell. The spell must cover an area that completely encompasses the source of the smoke. The spell will not work in a gale, anything on the Beaufort Scale of 7 or more (Magic, p. 194). The smoke rises normally, and pointing the spell downwards may result in the spell failing or the fire eventually smothering itself once sufficient smoke has built up at the GMs discretion. Great for not getting smoke in your face at a campfire. Also a Fire Spell.
Duration: 1 hour.
Cost: 2, half to maintain.
Time to Cast: 10 seconds.  

Enchantment Spells

  Staff of Power Enchantment   This spell allows a mage to invest mana into it, to be reclaimed later. The maximum amount of mana that can be placed in the staff is equal to the mage’s IQ, per level of enchantment. This mana cannot be tapped like a power stone; it can only refill lost mana as if the mage were resting, although it rushes in over the space of a second, and it takes an action. It will not replace HP lost due to mana burn. It replaces only fatigue.    Example: Joraaki is casting a series of Bless Plants spells. She has a staff with 18 mana points stored within it. She casts a Bless Plants spell, using up 10 fatigue for a 5 hex radius spell. She taps the power within her staff, and 10 points flood back into her. Now she can cast another 5 hex radius spell, and she does, using up another 10 points of mana. She taps the staff again, but only gets 8 back, since that is all that was in the staff. The remaining fatigue will have to be recovered normally, either by resting or using Recover Energy.   Refilling the staff requires the mage to focus mana into the staff, similar in effect to the Lend Energy spell. This takes 1 minute per point the mage chooses to invest into the staff, and the mage loses 2 points for every point the staff retains. The mana stays in the staff until used (so most mages use whatever leftover mana they have at night before going to bed).   Energy Cost Power Cost
1xIQ 75
2x1Q 150
3xIQ 300
4xIQ 600
5xIQ 1200
Prerequisites: Lend Energy, Staff   Silversilk (IQ/VH)

This spell allows the mage to create "silversilk," the magical elven cloth that has the weight of fine silk but protects like chain mail. See GURPS Magic Items p. 25 for more details. 


Each application of this spell creates 1 yard of material. In addition to the cost to cast the spell, every yard of material woven requires $200 in rare materials ($1,000 per 5 yards). 


The enchantment also requires the mage to have a magic loom made from rare, precious living wood. The threads of the fabric are woven by trained spiders of a special breed found only in the deepest and oldest forests. Normally, craftsmen capable of building and maintaining such a loom are found only in Elven lands. If such a loom could be constructed elsewhere, it would take at least $10,000 in materials and a roll vs. Woodworking-10 to build (or multiple uses of the Shape Wood spell). Animal Handling rolls would be needed on a weekly basis to keep the spiders alive and spinning. 


While the mage does not have to make the loom himself, he must be present for the entire duration of the enchantment, guiding the actions of the spiders and enchanting the material they weave.


It takes 1 yard of material to make shoes, gloves, or a coif. It takes 2 yards of material to make a vest (covers the torso only). It takes 3 yards of material to make a shirt or short dress that also covers the groin and the upper thighs or a pair of trousers. It takes 5 yards to make a gown or full cloak, or to make a full set of clothing for a man-sized creature. Larger and smaller creatures use more, or less, material respectively.


Sewing the enchanted cloth into clothing takes a roll vs. Professional Skill (Tailor)-5. Failure ruins the enchantment. Elves prefer to weave the finished garment on the loom so that it doesn't have seams and then fit padding inside the finished garment. 


This is also an Animal spell. 



Cost: 50 points and $200 in rare materials per yard of material.
Prerequisites: Magery 3, Enchantment, Create Item, Beast Summoning (Arachnids).
Author: Adapted from GURPS Magic Items 1.  

Food Spells

  Taste of Honey (IQ/A) Regular   It gives one plate of food a pleasant, if bland and sweet, flavor. If the food is massively salty, spoiled, or has other serious issues, this spell won't help. It's mainly about getting picky eaters to eat wholesome food. hose that have to get cranky children to eat love this spell. It also works on cranky sick people too! Also an Illusion/Creation spell.
Duration: Instantaneous.
Cost: 1   Prepare Meal (IQ/A) Regular   The spell takes raw ingredients and instantly prepares them for cooking. All ingredients and tools must be present when the spell is cast. The spell will not cook the food, but if appropriate tools are present it will chop, mash, grate, mix and knead the food as required. If the food requires time to rise or ferment or an ingredient needs cooking before use it will stop at that step, but can be recast after that step to continue. Required tools will not be dirtied by this spell, but the finished result will be placed inside an appropriate present container. Requires specialization by type of meal. Prepare Meal(Bread) would mix all the ingredients together, but stop when the dough needs to rise, but could be recast after it rises to knead and shape the loaf. Prepare Meal (Salad) would make the complete salad, presuming no ingredient required cooking. Prepare Meal (Bacon and Eggs) would have the eggs and bacon neatly arranged in the pan ready for cooking and the eggshells or packaging in the trash or compost as appropriate. Other variants: Vegetable Broth; Ham and Cheese Sandwich; Traveler’s Stew; Bread and Cheese; Noodles and Sauce. There are nearly as many variants as there are dishes.
Duration: Instantaneous
Cost: 1 per pound of food
Time to Cast: 10 seconds.   Enticing Lure (IQ/A) Regular   Murmur a chant of good luck over a small-game snare or fishing hooks to enhance their attractiveness to their targets. Gain a +2 to the appropriate fishing or trapping roll. Expires after 8 hours or the first creature caught, whichever comes first. Also a Mind Control Spell.
Duration: up to 8 hours.
Cost: 3.
Time to Cast: 1 minute.  

Healing Spells

  Mother's Kiss (IQ/A) Regular
  Enables the caster to give a +1 HP bonus to wound healing overnight. Must kiss the wound; this is where "I'll kiss it an make it better" comes from. Like other Healing spells, it's only usable on the same subject once per day.
  Duration: Instantaneous (although it takes 6 hours to take effect)
Cost: 2
Time to cast: 5 seconds

 

Making and Breaking Spells

  Clamp (IQ/A) Regular   A heavy version of Tack, Clamp holds an object in place against another object for the duration of the spell as long as it is maintained. A successful ST+4 roll will pull the object free and end the spell. If the clamped object is used as a shelf or step, it can only hold 20lbs before failing.
Duration: 1 minute
Cost: 1 per pound, same to maintain
Casting Time: 10 seconds.
  Fit Stones (IQ/A) Area   The spell averages out the surfaces of two stones so that they will fit against each other exactly. The surfaces will not be smooth or polished in any way. The caster places one limb on each surface to be fitted and casts the spell, during which the surface visibly flows into its fitted state. This allows buildings to be built with ashlar construction at the cost of brick (Low Tech Companion 3). The ability to use even more ill-fitted rubble is offset by the higher price of workers who know this spell. Also an Earth Spell.
Duration: Instantaneous.
Cost: 3/hex.
Time to Cast: 1 minute.
  Tie (IQ/A) Regular   Ties a simple knot in any piece of cordage the caster is touching. Assess range penalties to the place where the knot is to be tied. Unlike the Knot spell, this knot is entirely mundane and can be untied by anyone in the normal fashion.
Duration: Instantaneous.
Cost: 2.
  Quick Release (IQ/A) Regular   Cast when tying a knot, this allows anyone who later unties it to do so with a single ready manoeuvre.
Duration: until triggered.
Cost: 1.   Clean Chalkboard (IQ/A) Regular   Completely cleans all chalk off a chalkboard, but not other stains or marks. The chalk will either fall to the floor or collect in a container touching the board.
Duration: Instantaneous.
Cost: 1 per chalkboard.   Recycle Chalk (IQ/A) Regular   The spell condenses chalk dust, shards and pieces back into usable chalk sticks. Any non-chalk materials will be left out. The chalk is of basic quality, good quality on a success of 5+, fine on a critical success. Also an Earth Spell.
Duration: Instantaneous.
Cost: 1 per lb of chalk scrap.
Time to Cast: 10 seconds.   Mold Soap (IQ/A) Regular   This spell takes fragments of soap bars due either to breaking or wear and molds them together to make one larger bar. Can also rehape soap bars that have become oddly-shaped. It does not create soap so you may need many remnant bars to make one effectively new bar.
Duration: Instantaneous.
Cost: 1 per lb of soap scraps.
Time to Cast: 10 seconds.   Recycle Wax (IQ/A) Regular   Takes wax from various sources, such as wax seals, cheese sealing wax, and candle stubs and remolds it into a block. If you want the wax to be a candle, a wick must be present.
Duration: Instantaneous.
Cost: 1 per lb of wax scraps and candle stubs.
Time to Cast: 10 seconds.   Clean Dishes (IQ/A) Regular   Cleans a single sinkful of dishes. The dishes do not move, or stack themselves; they just become clean and dry.
Duration: Instantaneous.
Cost: 1, or 2 if the dishes are piled high. Any dishes piled higher than twice the sink’s depth are unaffected.
Time to Cast: 2 seconds.   Clean Tabletop (IQ/A) Regular   A variant of Clean Chalkboard, this spell cleans a tabletop of debris, crumbs, and spills. It will not clean stains older than a day. Often used in pubs for busing tables, and in morgues and surgeries for more grim materials.
Duration: Instantaneous.
Cost: 1 for a table three feet square or smaller, 2 for a table up to 25 square feet, and 3 for a large banquet table.
Time to Cast: 2 seconds.   Minor Housekeeping (IQ/A) Regular   Cleans and organizes items within a 1 cubic yard area, such as a backpack, or a small chest or cabinet, just as if the caster had done the work themselves. Cleaning performed by this spell is minor, and only eliminates a thin layer of dust or other easily removable material. It will not work to remove stains or to clean heavily soiled items. The spell can only be cast on objects the caster could safely manipulate with their own bare hands.
Duration: Instantaneous.
Cost: 1.   Launder Item (IQ/A) Regular   Cleans one item of clothing. Will not remove a stain, but if the spell is cast before it sets, then there won’t be a stain. Must touch the item to be laundered.
Duration: Instantaneous.
Cost: 1.
Time to Cast: 2 seconds.    

Knowledge Spells

  Age Check (IQ/A) Regular   On casting the spellcaster must touch the target and gets either the subjective age or chronological age of the target, chosen at the time of casting. The target can resist normally. Accuracy is based on the energy spent. For 1 energy, accurate to the year; for 2 energy it's accurate to the month, for 3 energy its accurate to the day, for 4 energy its accurate to the hour, for 5 energy its accurate to the best time keeping device available at the casters TL. Creatures with strange origins may give confusing responses! Make an Archeology roll before you test an old statue, otherwise the spell may tell you when the stone of the statue was first formed out of magma instead of carved. Artificial items can have a lot of potential creation dates, depending on what you are looking for. When you test the table, when the tree was planted, when the board was milled and when the last piece attached are all potential creation dates.
Duration: Instantaneous.
Cost: 1-5.
Range: touch.   Identify Book (IQ/A) Regular   By touching a book and casting this spell, you get a general sense of what the book is about - the same amount of information you'd get from reading the blurb on the back. Useful for identifying books without a blurb, especially those where your brain would turn to mush if you opened them and looked at the pictures. Duration: Instantaneous.
Cost: 1.  

Mind Control Spells

  Anxiety (IQ/A) Regular   Subject who fails to resist feels a vague sense of unease. No specific game effects, but it can motivate actions, depending on the circumstances and the personality of the subject. Might occasionally cause minor penalties, similar to Ache.
Duration: 1 minute.
Cost: 1, same to maintain.  

Movement Spells

  Redirect Fall (IQ/A Blocking   Redirects a small amount of falling material so that it lands in an empty hex up to 1 yard away from where it would have normally fallen. The subject of the spell must be a mass of solid or liquid material. It can be cast on animate entities, but only if they are willing. The spell only affects material which falls by accident, it has no effect on things launched as part of a deliberate attack. While it can't prevent falling people from falling as a result of a collision or attack, it can be used to control the direction of their fall so that they fall into the hex(es) they currently occupy or an adjacent hex and in the direction specified by the caster. Falling items can be directed into hexes occupied by inanimate objects, but not hexes occupied by animate beings. Useful for avoiding accidentally dropped objects or weapons, redirecting spilled food or beverages away from fragile or valuable items, or potentially saving fragile objects.
Duration: Instantaneous.
Cost: 1 to affect up to 5 lbs. of material, 2 to affect up to 50 lbs., or 3 to affect up to 250 lbs. Larger subjects can't be affected.  

Necromancy Spells

    Flyswatter (IQ/A) Regular   Point at an insect (spider, worm, etc. - SM -10 or less, 0 HP, not sentient). It dies. Alternatively, it can be described as doing 1 hp of toxic damage.
Duration: Instantaneous.
Cost: 1.  

Plant Spells

  Weeding (IQ/A) Area   Touch a plant, and it and other plants of its type within the area of the spell wither and die. Does not work on plants that are older than 2 weeks.
Duration: instantaneous
Cost: 1 per 6 inch radius, max 6ft
Time to Cast: 10 seconds.

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