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This is a blog for convenience sake to keep track of the vast and extensive spells

and magic found in the GURPS universe.

==Air Spells==
*'''Purify Air:''' Removes all impurities from the air in its area of effect. It is
often used to neutralize the effects of poisonous gas or vapors. Note that a room
full of smoke may safely be purified one section at a time � but truly deadly
vapors must all be removed at once, or some may escape. This spell can also turn
old �stale� air into fresh breathable air. The air in a one-yard radius, if not
renewed from the outside, lasts 45 minutes for one person at rest, or less for
multiple persons or someone violently exercising.<ref>GURPS Magic 4th Edition p.
23</ref>
*'''Seek Air:''' Tells the caster the direction and approximate distance of the
nearest significant amount of air. In settings where air is understood as a
combination of gases, the caster may also seek out a specific gas or combination of
gases, rather than ordinary air. Any known source of air may be excluded if the
caster specifically mentions it before beginning.<ref>GURPS Magic 4th Edition p.
23</ref>
*'''Create Air:''' Manufactures air where none exists. When cast where there is
already air, it produces an outward breeze lasting about five seconds. When cast in
a vacuum, it instantly creates breathable air. When cast within earth, stone, or
other material, it fills any empty spaces with air, but does not burst the stone.
When cast underwater, it makes bubbles! When cast on a one-yard-radius area, the
spell creates about 45 cubic feet of air every second for five seconds; each cubic
foot of air will last a single person at rest about a minute. However, in some
environments the air created will rapidly dissipate into vacuum or bubble away.
This spell cannot be cast inside a living being.<ref>GURPS Magic 4th Edition p.
23</ref>
*'''No-Smell:''' Removes the subject�s odor and makes it (or him) totally
undetectable by smell. Any possessions are also affected. This spell changes no
other properties of the subject.<ref>GURPS Magic 4th Edition p. 23</ref>
*'''Stench:''' Produces a cloud of vile, yellowish gas that reeks of brimstone.
Until it dissipates. Those in the area begin to suffocate. The cloud is heavy, and
�rolls� downhill if the ground is not level. The rate of dissipation depends on the
area and presence of wind; indoors, it usually lasts until the spell expires, but
outdoors on a windy day, it might only last 10 seconds or so.<ref>GURPS Magic 4th
Edition p. 24</ref>
*'''Destroy Air:''' Destroy all air within a designated area of effect. This can
create a vacuum within a very strong vessel, but in open air it just causes a
momentary thunderclap as surrounding air rushes in. In certain situations (e.g., in
an airtight room) this spell can be much deadlier, leaving no air to
breathe.<ref>GURPS Magic 4th Edition p. 24</ref>
*'''Odor:''' Produces any odor the caster is familiar with. The odor lingers for
about an hour, gradually diminishing (outdoors it spreads out and quickly
dissipates). The spell produces no other physical effects � for instance, the odor
of a poison is not poisonous.<ref>GURPS Magic 4th Edition p. 24</ref>
*'''Shape Air:''' Create movements of air over a small area. The caster must choose
a starting point (calculate distance penalties from that point). The wind starts
there and blows in a stream one yard wide, for a distance in yards equal to 5 times
the energy put into the spell, and then dissipates. This may cause knockback on
someone it hits. Treat this as damage for knockback purposes only (this spell does
''not'' cause injury).<ref>GURPS Magic 4th Edition p. 24</ref>
*'''Air Jet:''' Shoot a thin jet of air from one finger. This attack may be dodged
or blocked, but not parried. The jet does knockback damage for every point of
energy put into the spell. The jet does injury damage to vaporous beings or swarms.
It is also good for sweeping the floor.<ref>GURPS Magic 4th Edition p. 24</ref>
*'''Air Vision:''' See clearly through smoke, fog, dust, sand, etc., eliminating
any Vision penalties caused by the condition of the air around him.<ref>GURPS Magic
4th Edition p. 24</ref>
*'''Body of Air:''' The subject�s body becomes vaporous, temporarily granting the
subject the Body of Air meta-trait. Clothes (up to 6 pounds) also become vaporous,
but lose any magic powers they might have had while in this form.<ref>GURPS Magic
4th Edition p. 24</ref>
*'''Devitalize Air:''' Removes the life-sustaining essence from the air within its
area of effect, rendering it unbreathable. Until the �dead� air dissipates, any
being who needs to breathe begins to suffocate, and flames within the spell�s area
of effect flicker and die. Victims may not notice the spell�s effect until they
begin losing fatigue. The spell lasts until living air diffuses back into the
affected area. This takes 1 minute per yard of radius in an unventilated area, or
as little as 10 seconds on a windy day outdoors. In an airtight room, the air stays
devitalized indefinitely! Purify Air reverses this spell�s effects.<ref>GURPS Magic
4th Edition p. 25</ref>
*'''Walk on Air:''' Temporarily grants the subject the Walk on Air advantage. If
the subject falls for any reason (e.g., injury), the spell will be broken! If the
spell is recast immediately, he falls for only one second (about 5 yards) and then
�lands� on the air � unless he hits ground before then. If he�s 10 feet over a lava
pit, too bad!<ref>GURPS Magic 4th Edition p. 25</ref>
*'''Wall of Wind:''' Surrounds an area with a wall of roiling air that impedes
movement. The wall is one yard thick and four yards high, but may be made higher by
multiplying the cost as you multiply the height (double for 8 yards high, triple
for 12 yards high, and so on). Low-tech missiles are buffeted off course as they
cross it. The wall also churns up loose ground material, such as dust, small
leaves, insects, and twigs.<ref>GURPS Magic 4th Edition p. 25</ref>
*'''Windstorm:''' Create a circular windstorm with an �eye� of calm inside (a good
place for the caster to stand). The radius of the eye can be up to half that of the
storm � or smaller, if the caster wishes. By concentrating, the caster can move the
storm any distance up to its own diameter per second; the eye moves with it. The
caster may move up to half his normal Move inside the eye while concentrating on
this spell. For double energy cost, the caster may create a more powerful
windstorm, like a tornado. Ranged attacks through it are impossible. This powerful
windstorm physically lifts and hurls objects up to 30 pounds per yard of
radius.<ref>GURPS Magic 4th Edition p. 25</ref>
*'''Earth to Air:''' Turns earth or stone into air, which can be valuable to
someone who is trapped underground. The more energy the caster spends, the more
earth he can transform, but he is limited to regular shapes with the largest
dimension no more than four times the smallest one.<ref>GURPS Magic 4th Edition p.
25</ref>
*'''Concussion:''' The caster creates a ball of highly pressurized air in his hand.
When the air strikes a target, it explodes. The blast is extremely loud; anyone
within 10 yards can get stunned.<ref>GURPS Magic 4th Edition p. 26</ref>
*'''Breathe Air:''' Breathe air as though it were water; the spell also prevents
water creatures from dehydrating in air. This spell is primarily useful for keeping
fish, mermen, etc., alive out of water. The subject can also still breathe water
normally.<ref>GURPS Magic 4th Edition p. 26</ref>
*'''Essential Air:''' Creates the magical essence of Air. Essential Air is �purer�
and can be used (breathed or consumed) three times as long before becoming foul.
Fire burns hotter (but not faster) in Essential Air, adding an extra point of
damage to each die (this will even increase the heat of Essential Flame!). If the
air is created in an open area, it disperses within 5 seconds.<ref>GURPS Magic 4th
Edition p. 26</ref>
*'''Air Vortex:''' Whisks all persons within the original area of effect to
somewhere else inside a giant swirling Air Vortex. The caster may exclude anyone in
the area that he specifies during casting. Those whisked away by the Vortex are
rendered temporarily vaporous, as per the Body of Air spell. The Vortex may not
penetrate solid objects.<ref>GURPS Magic 4th Edition p. 26</ref>
*'''Sandstorm:''' Creates a Windstorm with the addition of flying sand! The sand is
created by the spell � it is not necessary for the area to be sandy. The Sandstorm
obscures vision.<ref>GURPS Magic 4th Edition p. 27</ref>
*'''Body of Wind:''' The subject�s body becomes a whirlwind, with a radius of 2 to
4 yards (caster�s choice). In this form, he has a variant form of the Body of Air
meta-trait; he lacks the listed Vulnerability to vacuum and wind-based attacks.
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