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Elemental College of Earth Spells

patyrsun.tripod.com/spells/spells_earth.htm

Changes to Spell in GURPS Magic


I have defined "Earth" as earth, dust, clay, gravel, stone, metal, and naturally occurring
minerals and hydrocarbons such as salt or crude oil. Refined radioactive materials or
hydrocarbons are not "Earth" by this definition, though the GM can define certain "tech
magic" spells as Earth spells if he wishes.

Create Earth - The earth created is homogeneous with the surrounding earth. The mage
determines the density of the soil (i.e., dust or packed earth). If dust is created in the air
(see below), it will give a -2 Vision penalty per hex it occupies. Sand will fall to the ground
too quickly to have any effect. For double cost valuable earth (such as rich top soil or
pottery clay) can be created where there was none before.
For double cost earth can be created in midair. However, the
soil is loose and it won't do
anything more than distract and annoy anyone who gets underneath it. Created dirt can
quickly be washed or brushed off.

Earth can be created in water for no extra cost. The soil will muddy the water as it settles
to the bottom (-2 to visibility for each silt-filled hex between the observer and the target,
missile weapons are also affected) but will have no other effect.

For double cost stone or gravel can be created instead of simple earth (sand can be
created for normal cost). Double costs again if the stone to be created is valuable
(marble, iron ore). Double costs if the mage wishes to create stone in mid-air. (Yes, you
can drop a rock on someone, but it will be an expensive spell to cast.)

Earth to Stone - The stone created with this spell will be the sort of rock that would be
produced by the earth if it were exposed to sufficient time and pressure to turn it into rock
or the sort of rock that originally made up the earth. For example, sand would turn into
sandstone, gravel would turn back into a solid chunk of whatever rock the gravel stones
were made of, or a composite, and organic soil would turn into shale or limestone. If more
than one type of rock could be formed (or reconstituted) from the earth, the mage may
choose which type(s) he wishes to create.

In order to get igneous rock; the earth must be heated significantly while the spell is being
cast. For igneous rock, the earth must be heated to the point where it liquefies. For
double cost, the mage can form any non-valuable rock that he wishes no matter what soil
he has to work with.
In some campaigns, the ability to use this spell to create large quantities of metal can be
extremely unbalancing. If the GM wishes, he can limit the ability of mages to set
themselves up as human foundries by changing the spell as follows:

When Earth to Stone is cast at double cost to produce metal, the resulting metal will
depend completely on the amount of existing metal ores in the soil. Rather than creating
new metal, this spell just acts as an extremely efficient extracting and refining process. If
more than one ore is present in the soil, the mage gets to choose which metal(s) he

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wishes to extract. If the mage wishes to use this spell on existing metal ores in order to
produce high quality alloys or chemically pure elements, he must roll vs. his Metallurgy
skill.
If the
campaign is not likely to be unbalanced because mages can produce large
quantities of metal, the GM can instead rule that the mage turn the earth into a quantity of
whatever metal is most common in the area where the spell is cast, or in the crust of the
planet. On an earthlike planet, this means the mage is likely to get aluminum or an iron-
nickel alloy.

Precious metals and gems can't be created with this spell. At the GM's option, Metal can't
be created at all with this spell.

Earth Vision - The mage knows what sort of material he is looking through even as he
looks through it. Each doubling of cost doubles the range that the mage can see. For
double cost the caster can see through semi-finished cut stone for 1/6 the distance he
could see through uncut stone (6 inches of cut stone vs. 1 yard of uncut stone) and he
can see through metal brick, or finely finished stone at 1/36 the normal distance (1 inch of
metal vs. 1 yard of uncut stone). Cut stone incorporated into a building other structure is
assumed to have a minimum thickness of 1/2 yard even if it is thinner. These modifiers
are cumulative. So a mage who could see through 60 yards of uncut stone could see
through 30 feet of uncut stone, 3 yards of roughly cut dungeon walls (equal to 18 yards)
and 1 foot of metal sheathing (equal to 12 yards). Spells that ward against scrying also
block Earth Vision.

Earthquake - An earthquake will do 1 HP of damage per turn, per hex, to any rigid
structure that is fully or partially in its area.

Entomb - If someone cracks the chamber where the subject is entombed, the spell
expires and the subject awakens, but must roll vs. IQ or be mentally Stunned.

Flesh to Stone - If cast on bones or dead flesh this spell can be used to make a recently
dead body look like a fossil.

Sand Jet - For twice the cost a version of this spell can be created which does 1d-1
damage or which can be used to "sand-blast" objects removing 1 DR per application to a
6 inch square. The jet can also be made wider so that it can be used for sandblasting.
Sandblasting will destroy delicate objects such as paper, thin plastic, or cloth and it will
seriously damage or weaken thin metal or fine glass. Stronger substances won't be
affected by a normal application of the spell. Paint or rough areas can be scoured from
wood, corrosion can be removed from metal, plate glass can be frosted or etched, and so
on.

Shape Earth - For double costs earth can be made to flow at 2 hexes per turn. Clay or
soft earth can also be compressed into walls or bricks by means of this spell. Such walls
have half the volume of the loose material used to make them but will hold their shape
once the spell ends.

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Shape Stone - For double cost stone can be made to flow at 2 hexes per turn. Creatures
trapped in stone must roll vs. ST-5 (ST -10 for hard stone) or be permanently stuck. If the
subject is buried in an awkward position so that they can't use their full strength, the GM
can rule that their attempts to escape are at a further penalty. If there is any question as
to whether a subject is able to outrun or avoid flowing stone, he must roll vs. DX (not
Dodge) to avoid being caught. Subjects who are completely buried in stone or whose
chests are compressed by the stone (such as if the stone flows over a prone person) will
begin to suffocate. If there is a doubt as to whether or not the target begins to suffocate,
roll vs. the victim's (unmodified) ST.

Victims who are buried in loose stone might also suffer crushing damage depending on
the depth and weight of the stone. Damage can range from 1d-2 points of damage per
minute for just a few inches of stone to 6d or more per turn if the subject is entombed
beneath tons of rock.

People who are trapped in stone can be rescued by application of Destroy Stone spell, by
a further application of the Shape Stone spell, or by digging or chipping with tools using
the Digging rules. Assume that half-normal volume of stone must be dug out to free a
trapped victim or 1/4 the normal volume if the subject is conscious and cooperative.
Fiendish GMs might require the rescuers to make a successful roll vs. Mining
(Professional) skill or the appropriate weapon skill to avoid hitting the victim with their
tools!

Stone to Earth - For three times the normal cost part of a larger structure can be turned
from Stone to Earth. This is especially useful for collapsing masonry buildings or quickly
digging tunnels through rock faces. If the spell is cast on a structure, the structure gets a
resistance roll based on the Architecture skill of its builder. If the structure was specifically
designed to withstand undermining, earthquakes, or other forms of shock, then add +5 to
the builder's effective skill.

Stone to Flesh - If cast on fossilized objects this spell will turn them back into flesh and
bone, though it won't restore life.

Changes to Spells in GURPS Grimoire


Earth to Water - If the mage creates mud, the earth will be turned into deep, gooey mud
about three feet deep. Creatures in the muddy area move at half speed and must roll vs.
DX every minute or trip. Anyone attempting a complex or fast maneuver (like melee
combat or acrobatics) must roll vs. DX every turn or slip. Creatures falling into the mud
take half damage from falls. Wheeled vehicles will become bogged down by large areas
of mud, as will some tracked vehicles.

For double cost, the mud can be made six feet deep (or down to the supporting bedrock,
whichever is less). Short creatures can actually drown in this mud unless they can make
a Swimming or Survival (Swamp or Jungle) roll to work their way out of the muck.
Movement through deep mud is at 1/2 normal Swimming speed. All vehicles will be
bogged down in deep mud unless they can fly, float, or hover.

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How long the mud lasts depends on the prevailing conditions. In very dry conditions, the
mud could dry out within hours. In very moist conditions where there is poor drainage, it
could last for weeks.

Essential Earth - This substance has twice the DR value of earth and is twice as
effective at doing anything that a normal earthly substance could do. It is valued by earth
elementals and alchemists. For double cost, Essential Metal can be created. Essential
metal can be worked into armor, weapons, and tools with double DR and HT, but it can
only by worked with magic spells such as Shape Metal and only under special conditions.
Essential Earth (like all "Essential" elements) is a magical substance. It can be detected
by Mage Sight, Detect Magic and similar spells. If it passes through a No Mana Zone, it
reverts to normal earth.

Mud Jet - Any Jet spell will do 1d-1 points of damage to disperse a swarm.

Rain of Stones - This spell can be cast underground or in any area with an unfinished
stone or clay ceiling for normal cost. It can be cast in other indoor settings for double cost.
Bucklers and small shields reduce base damage by 1 point.

SandStorm - Anyone inside a full-strength sandstorm must roll vs. ST each turn to avoid
being knocked over. All DX, based skills are at -5 and ranged weapon attacks will
succeed only on a critical hit.

Steelwraith - For double cost the subject is only immune to steel weapons.

Elemental College of Earth Spells in GURPS Magic


Body of Stone
Create Earth

Earth to Air

Earth to Stone
Earth Vision

Earthquake
Entombment

Flesh to Stone

Sand Jet
Seek Earth

Shape Earth

Shape Stone

Stone Missile

Stone to Earth
Stone to Flesh

Volcano

Walk through Earth


Iron Arm - Protection and Warning

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Elemental College of Earth Spells in GURPS Grimoire
Alter Terrain (VH)
Earth to Water

Essential Earth
Move Terrain (VH)

Mud Jet

Partial Petrifaction (VH)


Purify Earth

Rain of Stones

Sandstorm

Steelwraith

Earth Spells from the Codex Arcanum


Analyze Isotopes/TL - Technology (Radiation)

Battle Map - Knowledge


Blighted Land - Plant

Clay of Life - Enchantment


Create Marbles - Illusion &
Creation

Destroy Filth - Making & Breaking (Filth)


Landscape - Knowledge
Lava Pit - Fire

Obscure Trail - Plant


Portable Terrain* - Gate


Spill Proof - Making & Breaking


Statue Link - Making & Breaking


Stone to Wood - Plant

Surefooted - Movement

Water to Dust - Water


Wilderness Guide - Knowledge


Wood to Stone - Plant


Analyze Earth Information, Area

The caster learns everything he wants to know about a sample of rock or earth. Mages
with scientific training can use this spell to perform detailed soil analysis, or geological or
metallurgical testing.

Base Cost: 2
Time to Cast:
1 minute
Prerequisite: Seek Earth

Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Barren Ground Area

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This spell leaches nutrients and organic material from soil turning it into hard, rocky
ground that barely supports plant life. Areas afflicted with this spell have their crop yields
reduced by 50%.
This spell cancels
the effects of the Fertile Ground spell.

Duration: Permanent

Base Cost: 2

Time to Cast: 1 minute per hex of radius.


Prerequisite: Magery, Shape Earth


Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Block Earth Vision Area, resisted by Spell

This spell makes earth, uncut stone or other material as "dense" as metal when
determining whether Earth Vision and similar spells can see through them.

In high tech campaigns, this spell will block sensors that see through earth, such as
ground penetrating radar. It will also cause sensors to return incorrect readings as to the
density of material unless the sensor operator can roll vs. Electronics Operations
(Sensors) skill.

Duration: 1 hour
Base Cost: 1/4, same to maintain. An area can be made permanently "opaque" for 25
points per hex.

Time to Cast: 10 seconds


Prerequisite: Earth Vision,
Shape Earth

Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points.

Body of Earth Regular, resisted by HT

The subject becomes an animated earth statue. For the duration of the spell, he has DR 2
and takes only half damage from Fire spells and flame attacks. Furthermore, he does not
need to breathe and is immune to poisons or gasses which must be absorbed through the
skin or lungs. (Circulatory poisons will still affect him). The subject's clothing becomes
part of his "statue" form, carried items do no change.
While in Body of Earth form, the subject is affected by
spells that affect earth-based
creatures. In other respects, this spell is like the Body of Stone spell.

Duration: 1 minute
Cost: 4, 3 to maintain

Prerequisite: Stone to Flesh


Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 600 points. (b) Clothing or
Jewelry. Works for wearer only. Energy Cost to Create: 500 points.

Buoyant Earth Area

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This spell makes any object in or under the earth become "buoyant" and makes the earth
like water with respect to them. Anything in the area immediately comes to the surface of
the earth, as corks would come to the surface of the water.

The mage specifies when the spell is cast, he can exclude certain objects or types of
objects from the effects of this spell. However, unless the mage has a very good idea of
the types of objects he wishes to exclude, and has some way to specify a specific object
of a given type, this spell will fail or won't work as planned. For example, unless the mage
has some way to distinguish the body of a particular person, if he were to cast this spell in
a graveyard, all the bodies buried there would come to the surface!

Objects which are full or partially on the earth's surface, which are attached to the
underlying bedrock, or which are firmly attached to an object which is on the surface
(such as a stone foundation under a wooden house) are immune to the effects of this
spell.

This spell is extremely handy for removing rocks from fields or for digging up buried
objects.

Duration: 1 minute
Cost: 1 point, half to maintain.
Time to Cast: 10 seconds

Prerequisite: Magery, Shape


Earth, and Stonecaller

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing or
Jewelry. Works for wearer only. Energy Cost to Create: 350 points

Breathe Dust Regular

Allows the caster to suffer no ill effects from breathing in dust, sand or other particulate
matter. Negates the effects of the Sand Jet spell, reduces the damage from sandstorms
and similar conditions by half, and makes dusty conditions comfortable. This spell does
not protect against smoke or irritating gasses produced by combustion or chemical
reactions, only dust and other particulate matter kicked up by wind or other motion.

Duration: 1 hour
Cost: 1, same to maintain

Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 100 points.

Catapult Stone Missile

This spell must be cast on a sling stone or thrown rock that must then immediately be
hurled at the target. Once the shot reaches the top of its arc (or in the middle of its flight),
it magically enlarges to take on the characteristics of a catapult shot. (up to 24d crushing
damage, SS12, Acc 0, 1/2d n/a Min 50, Max 600, 50+ lbs.)

Duration: 10 seconds (stone must be hurled within 3 seconds after the spell is cast).
Cost: 3 points for 3d damage, for double cost a rock that does 6d damage and which

weighs 100 lbs. can be produced, each doubling of cost beyond that doubles damage
and weight, up to 24d maximum damage and 800 lbs.

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Time to Cast: 1 second per point of energy used to power the spell (minimum 5
seconds).

Prerequisites: Enlarge Stone, Delay


Item: (a) Staff, Wand or Jewelry. Mage
only. Energy Cost to Create: 2,500 points.
Avalanche Sling, GURPS Magic Items 1, p. 94. Energy Cost to Create: 5,000 points. (c)
Any rock or sling stone can have this spell cast on it permanently, though it is destroyed
after it is fired. Energy Cost to Create: 100 points.

Author: Adapted from GURPS Magic Items 1

Compact Earth Area

This spell compacts earth making it harder to dig into. Dust will be compacted into hard,
dry earth. Muddy ground will become slightly less gooey. Digging rates are halved and it
takes 25% longer to plow areas affected by this spell.
If cast on a pile of earth, the earth will be compacted by
about 10% per casting of this
spell. If this spell is cast three times on earth contained in a closed area (like inside a
building form) the earth can be compacted to the hardness of soft stone!

Duration: Permanent
Cost: 1, 3 to compact
earth to the hardness of soft stone.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Create Crystal Portal (VH) Area

This spell creates a portal through a given Crystal Sphere, either from the phlogiston or
from Wildspace. It cannot be maintained for more than one hour. Even if the vessel in
question is smaller then 10 yards in diameter, a minimum of 1 point must be spent on the
spell. It cannot be used to enlarge or add on to an existing portal.

This spell does not weaken a crystal shell, and people or objects in actual contact with
the shell will be unaffected by the opened portal.

Duration: 10 minutes

Base Cost: 1/5, half to maintain


Time to Cast: 15 seconds


Prerequisites: Crystal Growth, Shape Earth


Item: Staff or Wand. Energy Cost to Create: 450

Author: Jeff Wilson, Winterchylde

Create Glass Regular

Allows the caster to create a quantity of glass in the color, shape and thickness desired.
The mage can create complex objects made of glass, but they will only be as good as his
Glassblowing skill. Creating simple sheets or blocks of glass doesn't require any skill roll
though.

The mage must be familiar with the type of glass to be created, so low-tech mages can't
make bulletproof glass. High tech mages can make a roll vs. Chemistry and/or Physics
skill while using this spell to produce modern types of glass such as safety glass,

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fiberglass, fiber optics, or bulletproof glass.

Duration: Permanent.
Cost: 2 per lb., double
cost for a highly specialized modern glass like bulletproof glass.

Time to Cast: 3 seconds


Prerequisite: Magery, Create
Earth
Item: Staff, Wand or Jewelry. Energy
Cost to Create: 500 points.

Create Oil Regular

Allows the caster to create a quantity of some liquid or semi-liquid hydrocarbon (such as
tar, naphtha, or crude oil) or a plant-based oil (such as linseed oil). The mage must be
familiar with the oil to be created, so low-tech mages can't create motor oil or gasoline.

Duration: Permanent.

Cost: 2 per pint of oil, double cost for a highly refined oil product like gasoline.
Time to Cast: 3 seconds

Prerequisite: Magery, Create


Earth

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Container.
Always filled with some sort of oil specified when the object is enchanted. Energy Cost to
Create: 300 points.

Create Sand Regular

Creates a hill of sand or dust or turns normal earth into dust or sand. The dust or sand will
appear on the ground unless it is picked up by a strong wind or is deliberately created in
the air.
If dust is
created in the air, it will give a -2 Vision penalty per hex for 10 seconds, until it
falls to the ground. Sand will fall to the ground too quickly to have any effect.

Each application of this spell will create about 9 cubic feet of dust (enough to fill a 3 foot
square area to the depth of 1/4 inch) or 1 cubic foot of sand. The listed cost for sand is 1
foot by 1 foot by 1 foot. Twice that is 2'x2'x2', thrice is 3'x3'x3', and so on. 1 cubic foot of
sand weighs about 75 lbs. Dust has a negligible weight.

Duration: Permanent

Cost: 3 to create sand from nothingness, 2 to create dust from nothingness, 1 to turn
earth to dust or sand. Each increase in cost increases the amount of dust or sand that
can be created.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points.

Contagious Stone Area, resisted by HT

This spell turns an area of normal stone into contagious stone. Anyone who walks
through the area or contacts the stone must roll vs. HT or take on some aspects of the
stone. Each round they fail a HT roll, they gain PD1, DR2, but their body weight increases
by 1/5 normal each turn. The maximum benefit is PD6, DR50 gained after 25 failed rolls
(but body weight is 5x normal).

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However, each failed roll reduces the victim's DX by 1 along with all skills and figured
attributes based on DX (including Speed and Move). If DX is reduced to 0 or if the victim's
body weight exceeds the amount of weight they can carry at Maximum Encumbrance,
they turn into solid, unliving stone.

If the victim can get outside of the area, he begins to regain DX at the rate of 1 point per
turn. However, he also loses PD and DR at an equal rate.
Note that some characters might voluntarily fail one or more
HT rolls to improve their PD
and DR. However, this is very risky.

Duration: 1 minute
Cost: 3, 2 to maintain
Time to Cast: 10 seconds

Prerequisites: Magery, Flesh to Stone


Item: Contagious Stone. GURPS Magic
Items 1, p. 29. Energy Cost to Create: 350 points
Author: Adapted from GURPS Magic Items 1

Destroy Earth Regular, resisted by spell or HT

Causes earth to vanish, leaving nothing or only remains of impurities. For double cost
stone can be made to vanish. This spell can be used to quickly dig through earth,
however, a roll vs. Professional Skill (Mining) is needed to form stable tunnels.
If this spell is cast on earth-based creatures, it does 3d per hex, but the victim is
allowed
a HT roll to resist. If this spell is used to destroy structures cost is doubled, and the
building resists with its HT.

Duration: Permanent
Cost: 6 per hex of earth,
12 per hex of stone. Double costs to destroy structures.
Time to Cast: 1 second per point of energy used to power the spell.

Prerequisite: Create Earth


Item: Staff, Wand or Jewelry.
Energy Cost to Create: 400 points.
Author: Adapted from Sasha Miller and Ben W. Miller (GURPS Witch World)

Dust Area

Creates a thin layer of dust. If it is created in the air or water it will make the area slightly
hazy (-1 to Vision) for about a minute. When it lands it will obscure existing tracks (-2 to
tracking rolls through that area) or serve as an medium for subsequent tracks (+2 to
tracking in the area).

Duration: Permanent
Base Cost: 1

Item: Staff, Wand or Jewelry. Energy Cost to Create: 100 points.

Dust Ball Missile, resisted by HT-2

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Creates a ball of dust that explodes when it hits its target, possibly blinding and choking
its target. It has SS 13, Acc 2, 1/2D 40, Max 80. When it hits, the subject must roll vs. HT-
2 or be blinded for 1d turns and physically stunned for 1d turns by choking.

Duration: Instantaneous
Cost: 2 points.

Prerequisites:
Shape Stone

Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Dust Cloud Area, resisted by HT

Fills an area with a thick cloud of dust which blocks vision and causes choking.

Anyone in the area must roll vs. HT each turn or begin to cough. Anyone who coughs is
at -2 to ST and DX until they escape the cloud. Once they are out of the cloud they must
roll vs. HT each turn to stop coughing.

In addition, Vision rolls and rolls to hit with missile weapons are at -5 into or through the
cloud.
When the
spell ends, the dust settles, leaving the same effects as the Dust spell.

Duration: 1 minute (dust created is permanent).


Base Cost: 2 points,. can't be maintained.


Prerequisites: Sand Jet, Dust

Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Dust Proof Regular or Area

Makes a container or device impervious to dust, sand, grit or dirt. In extremely dusty or
dirty environments this reduces wear on machinery and equipment, keeps guns from
jamming, and prevents delicate equipment from being ruined. It can also be used to keep
dust and grime out of a vehicle or tent. The exact game effects are up to the GM. In
general, this spell keeps weapons from having a lowered Malf number and equipment
from breaking down in gritty, dusty conditions.

Duration: 1 week

Base Cost: 1: 1 cu. foot (camera, rifle). 2: 1 cu. yard (barrel, engine). 3 per hex (2 cubic
yards), same to maintain. An item or area can be made permanently Dust Proof for 25
times the base cost.

Item: Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 200 points. Usable only by
a mage.

Dust Quell Area

Keeps dust and other loose material from leaving the ground. This cancels the effects of
the "cloud of dust" version of Earth to Sand and cancels any Dustball or Dust Cloud
spells. It also makes it impossible for dust or sand to be kicked up by high winds,
negating the effects of sandstorms and similar phenomenon.

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Duration: 1 hour
Base Cost: 1/4 per hex, half to maintain (minimum of 1). An area can be permanently
Dust Quelled for 25 points per hex.

Energy Cost to Create: 200 points. Usable only by
Item: Staff, Wand, Jewelry or Clothing.
a mage.

Earth Bolt Missile

This spell creates a bolt that shoots through the earth like a torpedo, tearing up the
ground as it goes, before it slams into the victim's feet and legs. Anyone struck by the bolt
takes crushing damage to his legs and must roll vs. DX-2 to avoid falling.
The missile has SS12, Acc2, 1/2D n/a, Max 30. The only limitation of this spell
is that it
can only affect people who are standing on the ground or who are underground. If the
subject is off of the ground (for example, standing on a raised wooden floor) or is in the air
or the water, this spell will have no effect, though it might be able to attack the structure
on which he is standing.

Due to the nature of this spell, victim's can't Block or Parry the bolt, they can only Dodge.
If the target can make a successful Acrobatics or Jumping roll, he gets +2 to his Dodge
score.

If this spell is targeted at an object that is firmly rooted to the ground, such as a tree or
wall, the target takes double damage.

Duration: Instantaneous.

Cost: 1 per 1d of damage, up to 3d maximum.


Time to Cast: 1 second per point of Fatigue.

Prerequisites: Enlarge Rock, Fissure


Item: Staff, Wand or Jewelry. Mage Only.
Energy Cost to Create: 750 points.

Earth Gate (VH) Regular

When the mage casts this spell, he is immediately sucked into the earth and transported
to any known location that is connected to his previous location by some sort of earth or
stone.

For example, the mage could theoretically use an Earth Gate to teleport to the opposite
side of the world, as long as his final location rested on the earth. However, he couldn't
use an Earth Gate to reach a location suspended above the earth or to reach a patch of
earth on another planet, since those areas aren't linked to his current location by earth or
stone.

If the mage's desired location is blocked by magic spells which prevent magical passage,
he has the options of appearing in a random hex as near the desired place as possible or
of canceling the spell (paying full energy cost) and staying in his previous location. Unlike
the Teleport spell, this spell will never damage the subject, except on a critical failure, and
the mage will always land on solid ground.
If the mage is unsure of his location, use the
range modifiers for the Teleport spell.

Duration: Instantaneous

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Cost: As Teleport
Time to Cast: 10 seconds

Prerequisite: Magery 2, Walk Through Earth


Item: Staff, Wand, or Jewelry. Mage Only. Energy Cost to Create: 1,500 points.

Earth Knowledge/TL Information

Will allow caster to determine the geologic makeup of an area of ground. Information
given will be crude. The various layers of soil, clay and stone will be detected
automatically, as will large areas (over 100 cubic feet) of other material (air for dry caves,
water for springs or underground rivers, oil, gas, metals). Smaller areas of unusual
materials are at -4 or more to detect, so things like graves, seams of valuable metals, or
small buried treasures will usually be missed.
The mage can also sense magnetic fields, fault
lines, and magical auras of the earth. In
Oriental campaigns, this spell supplements the mystical art of Feng Shui. It allows a
caster to know if a given location is a suitable location for a building and if so, how the
building should be laid out, what sort of building it should be, and what local spirits must
be propitiated or negotiated with before building can start.

The mage can also use this spell to determine his exact distance below the surface, to
determine the upward or downward slope of earth or stone construction, or to determine
whether a geological formation (or stonework) is natural, man-made, or magical in nature.
In the latter case, the mage also learns something about the nature of the stonework.
(i.e., how old it is, what tools were used, and possibly what sort of creature made it.)

At higher tech levels, this spell can be used as an adjunct to scientific geological analysis.
A mage who successfully uses the appropriate version of the spell gets +4 to subsequent
use of the Geology, Prospecting, Hydrology, Engineering (Petroleum or Mining) or
Professional Skill (Mining) skills to discover the make-up of a given geological area.

Duration: 10 sec.
Base Cost: 1 point

Time to Cast: 1 minute.


Prerequisite: Magery, Seek
Earth, 4 other Earth spells
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create:
500 points. Usable only by a
mage. (b) Forked stick or plumb bob. Works for user only. Energy Cost to Create: 500
points.

Earth Vent Regular, resisted by Special

The mage creates a small, powerful miniature volcano that erupts in a shower of hot ash
and rock before vanishing.

Anyone in the Vent's hex takes 1d points of crushing damage from flying rock fragments
and 1d burn damage from hot gas. Anyone in an adjacent hex takes 1d points of crushing
damage, and anyone within 2 hexes takes 1d-3 points of damage. DR protects normally
against this damage. Cover between the victim and the vent gives a bonus to Resistance
Rolls or Dodge.

Victims who successfully roll vs. DX but more than their Dodge scores take half damage.

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Victims who successfully roll under their Dodge score when they resist take no damage.

Duration: 1 second

Cost: 4, can't be maintained.


Time to Cast: 3 seconds


Prerequisites: Magery, Shape Earth


Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Earth Warning/TL Information, Area

This spell gives the caster 15 minutes warning before any non-magical earthquake,
landslide, or cave-in will affect him. The mage also gets a sense of the direction and
intensity of the impending disaster.

If cast on an area, this spell will give a geological "forecast" for the area affected by the
spell. In this case, the duration of the spell is "Instantaneous."

At higher Tech levels, this spell can be used in conjunction with scientific skills, such as
Geology(Vulcanology, Seismology or Speleology), Engineer (Mining or Petroleum) or
Professional Skill (Mining) in order to understand or predict the behavior of a geological
threat. For example, a geologist could use this spell to map fault lines, detect the buildup
of pressure within a volcano or to predict when a cave formation will collapse. This gives
no special bonus to skill roll, but does allow a scientist or worker to work without sensors.
This is also a Protection and Warning spell.

Duration: 1 day or Instantaneous.


Base Cost: 3, same to maintain. Each
doubling of cost doubles the warning time or the
length of the forecast.
Time to Cast: 1 minute

Prerequisite: Earth Knowledge.


Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b)
Sensor device. Will predict disturbances in a set radius. Energy Cost to Create: 25 times
the base cost to cast the spell as an Area spell.

Earth Wave Area, resisted by DX

This spell creates a "wave" of earth that moves along the ground just under the surface of
the earth.

For every hex of length, the wave has 1 foot of height and 3 ST. It moves at Move 5 in the
direction the mage specifies. Anyone hit by the wave must roll vs. DX or fall as it passes
beneath them. Solid objects such as buildings take 1d points of damage for every 3
hexes of length.

Duration: 10 seconds

Cost: 4 per hex (minimum of 2 hexes), same to maintain


Time to Cast: 1 second per point of energy used.

Prerequisites: Magery 2, Earth Bolt, 5 other Earth spells.


Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.

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Earthsense Regular

By means of this spell, the mage's body is turned into a living seismograph. He can feel
vibrations caused by movement of the earth. For game purposes, treat this as if the mage
had the Faz Sense advantage, but he feels vibrations of the earth rather than air currents.
Man-sized creatures can be detected out to 30 hexes, smaller creatures which walk on
the ground can be detected up to 15 hexes away, smaller creatures can be detected at
lesser distances to a minimum of 3 hexes. Larger or heavier creatures or vehicles can be
detected at a proportionately greater distance, out to a maximum of 120 hexes.

Large-scale movements of the earth like those caused by heavy equipment, herds of
stampeding elephants, or explosions can be detected at proportionately larger distances
(up to several miles away). Truly huge earth movements, like nuclear explosions or
earthquakes, can be detected on the opposite side of the globe!
In order for this spell to work, the mage and the phenomenon he
is trying to detect must
both be in contact with the ground. Very light or stealthy creatures give penalties to the
subject's Faz Sense roll to detect.

Duration: 1 minute
Cost: 2, 1 to maintain.

Time to Cast: 2 seconds


Prerequisite: Shape Earth

Author: Adapted from Ellion

Elemental Structure Regular; Resisted by higher of ST or IQ

This spell binds an existing earth elemental into a structure made of brick, concrete, stone
or earth, strengthening and protecting the structure.

For the duration of the spell, the elemental adds its own HP to those of the structure. In
addition, the elemental lends its HT, PD and DR to the building if those statistics are
better than those of the building. In any case, the building gets +4 to resistance rolls to
survive earthquakes, landslides and similar movements of the earth.

Finally, the building is affected as if the Heal Stone spell (q.v.) had been cast on it, though
the rate at which HT (and HP) is recovered is equal to the rate at which the elemental
heals.

The elemental loses point of 1 ST and 1 HP for every HP of damage done to the building,
though repair work done on the building will also heal the elemental at a rate proportional
to the elemental's HP in relation to those of the building.
Alternately, an elemental can be bound into an area of earth.
In this case, the elemental
will give the same benefits as if the Fertile Ground (q.v.) spell were cast on the area. An
elemental can affect 1 hex of radius per point of ST and HT.

Duration: 1 hour.
Cost: 1/4 the total
of the elemental's four attributes; the same to maintain.

Time to Cast: 2 seconds.


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Prerequisite: Control Earth Elemental.
Item: An elemental can be permanently bound into a building for 100 times cost.

Author: Adapted from David Pulver.

Enlarge Rock Regular

This spell makes a thrown rock double the size just after it leaves the subject's hand. The
enlarged rock will fly the same distance as the original rock would have, but will hit with
the effectiveness of a larger stone.
The missile has the same statistics
as a thrown rock, but does damage as if it were twice
as heavy. The GM must determine the exact amount of damage.
Rocks that have this spell on them must be thrown by hand, and they
must be thrown
within 10 seconds of the spell being cast.

Duration: 10 seconds or until the stone is thrown.


Base Cost: 2 per pound of rock affected. Each doubling of cost allows the rock to be
increased by an additional multiple of size. For example, double cost allows the rock to be
trebled in size.

Prerequisites: Magery, Create Earth


Item: Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 600 points. (b)
Rock. When thrown, it enlarges as if the Enlarge Rock spell was cast on it. Energy Cost
to Create: 25 points for a one-use item, 100 points for a permanent enchantment.

Exploding Lava Ball Missile

This spell creates a ball of molten lava that the mage can throw at his targets. When it
strikes it bursts, covering the target and adjacent hexes with hot lava.
The missile has SS 13, Acc +1, 1/2D 20, Max 40. It is targeted with the
Spell Throwing
(Fireball) skill.
The lava ball does
1d damage to start to the target hex and anything in the hexes
adjacent to the target. Each turn thereafter it continues to burn, doing its normal damage
with a cumulative -1 penalty to base damage. When the damage roll is 0 or less, the lava
stops burning. Roll separately for each hex of damage.

Flammable armor protects normally with its DR until its DR is consumed. Then it bursts
into flames. Non-flammable armor protects with its DR each turn until its DR is consumed.
This spell will also set flammable materials on fire, roll each turn for ignition for each hex.

A victim of this spell can stop the damage by dousing the burn (or the hex) with at least
one gallon of water, or by scraping off the burning material. Scraping off the lava requires
a DX roll and a metal utensil. Failure means that the lava still sticks and burns. Critical
failure means that the subject burned his hand in addition to the normal damage caused
by the spell.

Alternately, if the lava sticks to armor or clothing with at least DR 1 and the lava damage
doesn't penetrate the item's DR, the subject can avoid subsequent damage by removing
the garment.

Like other fireball variants, there is no "blast shadow". People in the area are
automatically affected. Unlike conventional explosive attacks, DR does protect, even if it

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is not sealed.
This is also an Elemental Fire spell.

Duration: Instantaneous

Cost: 6 points.
Time to Cast: 3
seconds

Prerequisite: Lava Ball.


Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,250 points

Fertile Ground Area

This spell improves the quality of soil turning rocky, worn-out, or poor soil into fertile loam
suitable for growing crops. This will increase crop yields by 25%.

Duration: Permanent

Base Cost: 2

Time to Cast: 1 minute


Prerequisite: Magery, Shape Earth

Fissure Area; resisted by DX

This spell will open a huge crack in the earth, approximately 3 feet wide. The depth of the
fissure depends on its length - roughly 3 feet of depth per every hex of length.(So a
fissure 4 hexes long would be 12 feet deep).

A fissure will do 1d points of damage to any rigid structure for every hex of the fissure that
passes under the structure. Living characters in a fissure hex must roll vs. DX or fall into
the fissure taking normal falling damage.
The crack is paid for on a hex by hex basis
and each hex must be contiguous with at
least one other fissure hex. Other than that, the fissure can follow any course the mage
desires.

Duration: Permanent
Base Cost: 4 per hex.

Time to Cast: 2 seconds per hex.


Prerequisite: Magery, Destroy Earth

Item: Staff, Wand or Jewelry. Energy


Cost to Create: 800 points. Usable only by a mage.

Flint Worker Regular

This spell will convert an ordinary rock into a flint or obsidian tool of the mage's choice.
Each pound of rock will create 10 arrowheads or 1 larger tool such as a spearhead, knife,
chopper or hand axe.

In campaigns where Stone Age technology is the norm, the GM can increase the casting
cost of this spell, make it harder to learn or ban it altogether.

Duration: Permanent

Cost: 2 per lb. of material to be affected.

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Time to Cast: 10 seconds
Prerequisites: Shape Stone

Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Floating Island Area

This spell allows an island of any size to float freely like a giant boat. If the mage desires,
the island can move according to his direction at the same rate at which the mage could
walk. If the mage does not consciously will the island to move, it will follow prevailing wind
and water currents. Once the spell ends, the island will re-anchor itself in its new location
displacing the water around it.

While the spell is in effect, the island will seem to have its normal depth to those on the
island (for example caves and mines won't be flooded), but to those in the water, the
island will have a depth equal to half its height above the water.
The only restrictions on this spell are that the mage must affect the
entire area of the
island and the area must be surrounded by at least 3 feet of standing water. However, the
mage can use a suitable spell (Create Earth, Volcano) to make his own island and then
cast this spell on it.

This spell is also a Water spell.

Duration: 1 hour
Base Cost: 1, same to maintain. Double costs if the mage wishes to control the island's
motion. An island can be made to permanently float for 25 points per hex. Each doubling
of costs give the island 1 hex of Move per turn.
Time to Cast: 1 minute

Prerequisite: Move Terrain

Fouling Stone Enchantment

This spell will create a "Fouling Stone". For a complete description, see GURPS Magic
Items 1, p. 41.

This is also a Water spell and a Food spell.


Prerequisites: Enchantment, Create Earth,
Poison Water

Item: Fouling Stone, GURPS Magic Items 1, p. 41. Energy Cost to Create: 450 points.
Author: GURPS Magic Items 1

Gold to Gem Regular

This spell converts a quantity of gold (or other valuable metal) into a single gem of the
same cash value, less 10% (as a "conversion fee").

The mage may specify the type of gem he desires, however, if he has no preference
random sort of gem appears. This spell is handy for mages who wish to create
powerstones but who don't have ready access to gem markets. Alternately, the mage can
convert gems to their value in gold (or other precious metal) less 10%.

Other valuable goods cannot be converted with this spell, neither can precious metals or
gems which have magical properties. Normal jewelry can be affected by this spell, but the
spell just serves to convert the metal to its weight in bullion and unset gems.

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If the Improve Gem spell is cast on a gem and subsequently converts it to gold, he will
only get as much money has he would have gotten for the unimproved gem.

Duration: Permanent

Base Cost: 2, plus 1 per pound of material to be converted. (Minimum of 3 points.)


Time to Cast: 1 minute per lb. of material.

Prerequisite: Change Earth, Coins of Change

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Box or Pouch.
Any gold placed into it is converted to gems. Energy Cost to Create: 300 points.

Grow Crystals Regular

Allows the caster to create up to one pound of crystal. The crystals are attractive, but of
little value, generally being a form of milky quartz. If clear crystal is required, then the
amount created is halved. Valuable gems can't be affected or created by this spell.

Duration: Permanent
Cost: 1 per lb.

Prerequisites: Create Earth


Author: Jeff Wilson, Winterchylde

Greater Earthquake (VH) Area

This powerful spell causes the earth's plates to shift, generating massive earthquakes
that measure 7.0 to 10.0 on the Richter Scale. All buildings in the area will collapse,
unless they are extremely earthquake-proof. Anyone in a collapsing building will take 7d
or more crushing damage. Cracks open in the earth, swallowing people, cars, and small
houses. If the area is next to a coastline, massive tidal waves will flood the area. Fires
break loose, power lines fall, and manufacturing plants might explode. It is up to the GM
to determine the extent and severity of the chaos.

Even the area outside of the spell's radius will be affected by this spell. All structures will
take major damage if they are within double the spell's normal area. The damage
continues to spread -- people 100 times the radius away will feel a tremor in the ground
with damage determined by the GM.
Use of this spell is at -5 if the quake is not directed at an existing fault line.

Duration: 1d-3 (minimum 1) minutes. The effects will last much longer.

Cost: 1/5, can't be maintained (minimum 20 points).


Time to Cast: 1 hour for each energy point used in the
spell.

Prerequisites: Magery 3, Earthquake, 15 other Earth spells.


Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create:
5,000 points.

Author: Adapted from J.C. Connors (GURPS Mummy)

Hand of Earth Regular, resisted by ST

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A giant hand-shaped area of earth reaches up (or out from a stone wall or hill) and grabs
a subject specified by the mage in the hand's hex or in an adjacent hex.

The hand has DX 11 and ST 20 and must successfully grapple the target (using DX)
before it can hold the victim. The victim can roll a Contest of ST vs. the hand each turn. If
the victim wins, he escapes. If he loses the contest by 5 or more points, he takes a point
of Fatigue and can't try another contest for 5 seconds.
For double cost, the hand can squeeze a grappled victim
rather than just holding him.
Roll a Contest of ST each turn. In addition to the effects given above, for every 2 points
by which the victim loses the contest of ST, he takes 1 point of crushing damage. If the
victim loses the contest by 2 points or less, he is still held, but takes no damage. Rigid
armor and clothing (or other materials), add their DR to the victim's ST in the Contest of
ST. If the victim still loses the contest, armor protects normally with its DR until its DR is
exceeded. Then the armor fails completely and doesn't protect against damage or protect
with DR.
The hand
can be attacked with crushing or cutting weapons. It has PD 2, DR 5, and 35 hit
points. The hand is vulnerable to Earth-based spells just like an Earth Elemental. It is
invulnerable to fire, cold, bullets or impaling weapons.

Duration: 1 minute
Base Cost: 4, 3 to maintain. Each doubling of cost adds 10 points to the hand's ST, 2
points to DR, or 5 HP. DX can't be improved. For double cost, the hand can attack.
Time to Cast: 5 seconds

Prerequisite: Magery, Shape Earth


Item: (a) Staff, Wand or Jewelry. Energy
Cost to Create: 300 points. (b) A hand can be
permanently created in a hex for 25 times the base cost. It will activate when anyone
enters its hex or an adjacent hex. The Bane or Limit spell can be used to control under
what circumstance it activates. If these spells are used, the mage can choose whether
the hand will grapple or crush a victim, depending on the other spell, if he's paid the extra
cost to allow the hand to crush.

Hands of Clay Regular

Turns the caster's hands and forearms into semi-solid clay. This gives the caster's arms
and hands PD 1, DR 3, and makes them immune to fire, cold, and electricity damage.
This allows the mage to use his hands to parry small missiles, block weapons, and
smother fires without damage.

For the duration of the spell, the mage can use his hands to Parry. If he knows the Missile
Parry skill, he gets +2 to his effective skill as long as this spell is in effect.

This spell can also be cast on the mage's feet and legs to allow him to walk through flame
hexes or similar areas.

Duration: 1 minute
Cost: 3, 2 to maintain. For double cost, the mage's hands can have PD 1, DR 5.

Time to Cast: 3 seconds


Prerequisites: Flesh to Stone

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Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. Usable only by a
mage. (b) Bracers or bracelets. Gives wearer the benefit of this spell. Energy Cost to
Create: 200 points.

Hands of Stone Regular

Makes subject's hands and forearms as hard as stone (PD 2, DR 6) and allows the
subject to strike and parry weapons with his bare hands. Damage with punches or karate
strikes is increased by +2 and the character can handle very hot objects. In other
respects, this spell is like the Hands of Clay spell.

Duration: 1 minute.

Base Cost: 4 to cast, half to maintain.


Prerequisite: Hands of Clay.

Item: (a) Staff, Wand or Jewelry.


Energy Cost to Create: 500 points. Usable only by a
mage. (b) Bracers or bracelets. Gives wearer the benefit of this spell. Energy Cost to
Create: 300 points.

Heal Stone Regular

This spell repairs damage, such as cracks, chips and even erosion to an area of stone,
clay, brick, metal or earth. Each casting of this spell will restore 1d HP and DR, up to the
original DR and HP that the object had. One point of PD is repaired for every 8 points of
DR.
Note
that this spell will not mend broken items or replace missing pieces, so things like
broken blades or shattered statues cannot be repaired. However, simple stonework or
metalwork, like masonry or steel doors can be mended by means of this spell. Likewise,
items that have cracked or worn, but not broken can be mended.

This is also a Making and Breaking spell.

Duration: Permanent.

Base Cost: 1 per die of DR and HP repaired, double cost for metal.
Time to Cast: 1 minute.

Prerequisite: Shape Stone, Shape Metal. Item: Staff, Wand or Jewelry. Energy Cost to
Create: 300 points.

Heal the Land Area, resisted by Spell

This spell removes any malign spells that affect an area of terrain or the people and
creatures living in it. For example, this spell will counter Poison Earth, Vale of Tears,
Aversion, Haunted Forest, etc.

It will also gradually remove all magical "aspects" from the area except those that were
"natural" to the area. For example, if cast on a waterfall used for human sacrifice whose
mana is Death aspected and Water aspected, this spell would gradually remove the death
aspect, but not the water aspect.
Note that this spell won't have any
effect on the aspected mana until the source of the
mana is removed. For example, the waterfall in the above example can't be freed of its

21/69
death aspect until the death cult that uses the waterfall is destroyed and the bodies of the
sacrificed victims are recovered from the water and properly laid to rest.

Finally, this spell will gradually destroy any mundane, man-made toxins or pollutants
found in the area. The rate at which these toxins disappear depends on how concentrated
and how dangerous they are, but in any case their decay will be greatly accelerated (by
up to 100 times), though this might still be a very long time by human standards.

Note that natural toxins and pollutants won't be affected unless they arose as a result of
human activities. For example, a spring that was naturally poisoned by alkali leaching
from the surrounding rocks would not be "cured" with this spell. A spring contaminated by
sewage runoff or toxic waste would be.
Trash and other unnatural pollutants in an
area will biodegrade at a vastly accelerated
rate, as if they had optimal conditions to decay.

This is a also a Plant spell and a Metaspell. A similar spell (Heal the Water) exists for
watery areas.

Duration: Permanent, until "unnatural" effects on the land have been completely
eradicated.

Base Cost: 1 point.


Time to Cast: 1 minute
per point of energy.
Prerequisite: Magery 2, Counterspell, Fertile
Ground, Purify Earth, Heal Plant, Remove
Curse

Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.

Hildegarde's Heavy Helper Regular, resisted by Dodge

This spell creates a large mass of wet sand in a roughly cubical form. The mage can
control where the sand appears. The dimensions of the sand are regulated by the energy
put into the spell.

Listed cost is 1 foot by 1 foot by 1 foot. Twice that is 2'x2'x2', thrice is 3'x3'x3', and so on.
Wet sand weighs about 175 pounds per cubic foot, but does not retain its shape once
created.

If sand is created over a foe's head, they may attempt to Dodge the cascade of wet sand.
If they fail, they take 3 points of Stun damage for every cubic yard of sand. They must
also roll vs. HT or be at -2 to Vision for 1d seconds due to sand in their eyes.

Duration: Permanent

Cost: 3 per cubic foot. See above.


Time to Cast: 2 seconds

Prerequisites: Create Sand, Create Water


Author: Adapted from S. John Ross (adapted from Arduin Grimoire).

House Mover Area

This spell makes a building or other man-made structure "move".


In actuality, the ground moves to "push" the structure along while opening ahead of the
structure as necessary to accommodate foundations and underground structures. The

22/69
structure can either retain its orientation in relation to the ground (possibly toppling over if
it is pushed onto a hill) or can be pushed into a rising slope partially burying one side
while keeping the structure's original orientation. It can also be turned as the mage sees
fit.

A structure can be completely submerged in earth if it is pushed into the side of a large
hill or cliff face. A structure pushed over the edge of a cliff will fall.

In order for this spell to work, the mage must affect the entire area occupied by the
structure's foundation. At the mage's option, the building can be detached from other
underground structures which connect to the building but which are outside of its
foundations (i.e.,, pipes, escape tunnels, dungeon complexes, etc.) or the mage can pay
an increased cost to move these structures with the building.

Completely buried structures can't be moved unless the mage knows their exact
dimensions and locations. If the mage attempts to move a buried structure he must pay
cost based on either the structure's width and depth or its length and width, whichever
produces the larger area.

Structures move at a maximum speed of 1 hex per turn. With tall or delicate structures,
the safe rate of movement might be considerably less.

Duration: 1 minute
Base Cost: 1/2 point, half to maintain. Each doubling of cost doubles the speed at which
a building can be moved, up to 5 hexes per turn.

Time to Cast: 10 seconds


Prerequisite: Magery 2, Shape Stone, Stonecaller, Sinkhole


Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) This
spell can be permanently cast on a structure, allowing it to move through the earth on its
own and stabilizing it so that it takes no damage from vibrations caused by its movement.
Permanently animated buildings can't merge more than 10% of their total volume (except
for foundations and underground structures) with natural stone or earth formations, so
they are limited to travelling over relatively flat ground. A building animated with this spell
will move under the control of a "pilot" who controls the direction and speed of the
building from a crew station determined by the mage. No special skill is needed to move a
building, though the pilot must concentrate. Energy Cost to Create: 250 times the base
cost.

Improve Gem Regular

Magically improves the quality of a gem allowing up to a 50% increase in quality. Flawless
gems cannot be improved with this spell, but any other sort of gem can be. The weight of
a gem (carats) cannot be increased. The danger of this spell is that any failure (not just a
critical failure) destroys the gem and there is a cumulative -1 skill penalty for every 10%
improvement.

This spell does not allow the mage to cut gems, only improve their quality.

Duration: Permanent

Base Cost: 3 per 10% improvement

23/69
Time to Cast: 1 minute
Prerequisite: Magery, Shape Earth, 3 other Earth spells.

Item: Wand or gem-cutting tools. Energy Cost to Create: 1,000 points. Usable only by a
mage.

King of the Land (VH) Enchantment

This spell links a person who has temporal or spiritual authority over an area of land to
the land itself. The person takes strength from the land and the land reflects the ruler's
health, competency and state of mind.

As long as this spell is in effect, and the ruler of the land is in good health, the area he
rules is affected as if the Fertile Ground and Happy Valley (Metaspell) spells were in
effect. In addition, the weather and, to some extent natural events. in the area, reflect the
ruler's temperament, health, and state of mind. For example, when the king is happy, the
weather might be pleasant for the season. When he is sad, the sky might cloud.

In addition, for every 20 square miles of land the ruler undisputedly controls, he gets +1 to
HT rolls to resist the effects of illness, poison, or injury, though not to resist aging. In
addition, he gets +1 Fatigue per day that he can use to cast spells or power psionics.

The drawback is that if the ruler is seriously ill, seriously depressed (or influenced by
some other strong, negative emotion), incompetent (as decided by the GM), or injured,
the land he rules is affected as well.
While the ruler is in distress, the land
is afflicted with unnatural occurrences, disasters,
epidemics, civil strife and similar troubles that mimic the ruler's problems. Any positive
benefits of the spell are lost and the area is affected by the Vale of Tears (Metaspell)
spell. Fertility of plants and animals in the area is reduced by 20%.

While the land is in distress, the ruler can't draw Fatigue from it and gets no bonuses to
his HT due to the link with the land.
In addition, serious damage to the land
can affect the ruler! The GM must rule on the
effects that despoiling the land will have on its leader, but they will be symbolic of the
damage that is being done. For example, widespread pollution could cause the ruler to
break out in a rash or burning a town would cause the ruler to burn himself in an accident.
Though even the most severe incident will cause no more than 1d-1 points of damage to
the ruler, while the leader is ill the positive effects of the spell are canceled and the ill
effects of the spell appear.

When the ruler dies or voluntarily leaves office, this spell ends.
Note that when this spell is cast, the subject of the spell must be
present for the entire
duration of enchantment. In addition, for the spell to be effective, the subject must be the
legitimate, undisputed ruler of the territory to which he will be linked. The spell only affects
territory that is undisputedly part of the ruler's territory, which is settled (or surrounded by
settlements), and whose people view the leader as the legitimate ruler.

Because of its cost and the need for the subject to be present, this spell is typically cast
as a Quick and Dirty Enchantment, usually as part of the ruler's investiture as head of
state.

This is a also a Plant spell and a Metaspell.

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Duration: The ruler's term of office.
Base Cost: 2 per square mile of territory controlled by the ruler (minimum 500 points).

Prerequisite: Magery 2, Fertile Ground, Purify Earth, Aspect Mana, Happy Valley, Bless,
Recover Fatigue, Plant Growth, Heal Plant, 1 spell from 10 colleges.
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points (b)
Crown, Scepter, Throne or similar item denoting of leadership. Works for wearer or user
only, who must be the legitimate head of the territory. Energy Cost to Create: 50,000
points. Extremely rare and usually only in the possession of powerful hereditary rulers.
Wars have been fought for such items.

Landslide Area, resisted by Special

Causes an area of rock or earth to shift or collapse. The damage done depends on the
individual circumstances.

A rule of thumb is that characters caught in the slide or collapse take 1d points of damage
for every hex of earth involved in the slide or 2d points of damage for every hex of rock
involved in a cave-in. However, falling rocks or large masses of earth or mud can do
considerably more damage due to crushing and suffocation. The GM must determine the
exact effects.

The earth or stone affected must be on at least a 30 degree slope or somehow be able to
fall on the victims. The mage can't make rock slide along level ground.

A landslide (as opposed to a cave in) will travel down the length of the slope at a Move of
5 to 20 hexes per turn depending on the type and volume of material and the degree of
slope. Characters caught in a landslide may roll vs. DX to take half damage if they can
get out of the way of the slide. If they make their DX roll by 2 or more, they take no
damage at all.
Characters caught
in a cave-in may roll Dodge the falling rock completely. If they miss
their Dodge by 1, they take half damage.

Duration: Instantaneous

Base Cost: 3 per hex. Can't be maintained.


Prerequisite: Magery, Shape Earth


Time to Cast: 1 second per hex.


Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Lava Area

This spell causes an area of earth, metal, sand or rock to melt.


Anyone touching the lava takes 1d burn damage per turn. Armor protects with its DR on
the first turn. After that, it does not protect unless it is sealed and is heat-resistant.
Anyone standing in a lava hex takes 2d damage per turn.

Lava does not move unless it would naturally flow downhill or the mage uses the Shape
Earth spell to make it move. If the mage uses Shape Earth to move the lava, the lava has
a maximum Move of 3 hexes per turn on level ground. On slopes, the lava might flow
faster, at a rate up to 6 hexes per turn.

The lava has a temperature of 1,200 degrees F. It will melt or set fire to most things it

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touches.
This spell is also a Fire spell.

Duration: 1 minute
Base Cost: 6 to cast, 2 to maintain
Time to Cast: 10 seconds

Prerequisite: Magery, Create Fire, Shape Earth, 3 Earth and 3 Fire spells.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. Usable only by a
mage.

Lava Ball Missile

This spell creates a ball of molten lava that the mage can throw at his targets.

The missile has SS 13, Acc +1, 1/2D 20, Max 40. It is targeted with the Spell Throwing
(Fireball) skill.

The lava ball does 1d damage to start, each turn thereafter it continues to burn, doing its
normal damage with a cumulative -1 penalty to base damage. When the damage roll is 0
or less, the lava stops burning.

Flammable armor protects normally with its DR until its DR is consumed. Then it bursts
into flames. Non-flammable armor protects with its DR each turn until its DR is consumed.
This spell will also set flammable materials on fire, roll each turn for ignition for each hex.
A victim of this spell can stop the damage by dousing the burn (or the hex) with at least

one gallon of water, or by scraping off the burning material. Scraping off the lava requires
a DX roll and a metal utensil. Failure means that the lava still sticks and burns. Critical
failure means that the subject burned his hand in addition to the normal damage caused
by the spell.

Alternately, if the lava sticks to armor or clothing with at least DR 1 and the lava damage
doesn't penetrate the item's DR, the subject can avoid subsequent damage by removing
the garment.

Unlike conventional fire attacks, DR does protect, even if it is not sealed.


Duration: Instantaneous
Cost: 3 points.

Time to Cast: 3 seconds


Prerequisite: Lava or Fireball.


Item: (a) Staff, Wand or Jewelry.
Mage Only. Energy Cost to Create: 750 points

Lava Flow Regular

This spell makes a volcano (either natural or magically created) spew molten rock.

On the first turn that the spell is cast, the mage creates a flow of lava one hex wide from
the lip of the volcano. For each addition turn that the mage concentrates, he can make
the flow 1 hex wider or he can have the lava flow down the side of the volcano. As long
as the mage concentrates, the lava continues to flow, with the limit that the width of the
lava can't exceed the width of the volcano's caldera (crater).
The lava created with this spell is natural and normally flows
at the rate of 1 hex per turn.

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The flow's direction is determined by the geography of the volcano.
If the mage wishes, he can speed up or slow down the lava flow by up to 1 hex per turn,
up to a maximum lava flow speed of 10 hexes per turn. The mage can also change the
path of the flow it moves down the volcano's slope by up to 10% of the flow's total width.

If the mage ceases to concentrate, the lava already in the flow will still move but no more
lava can be added to the flow and the existing flow can't be widened or lengthened. In
addition, the existing flow will revert to its natural movement rate, slowing by 2 hexes per
turn to its regular speed of 1 hex. The lava will only stop when it meets a barrier that it
can't flow over or around or when it reaches level ground.

The lava will eventually cool and harden into rock, but will remain hot for several days,
and might stay warm for several weeks, unless it is cooled by rain or contact with water.
At the GM's option, characters walking on cooling lava might take burn damage to
exposed flesh or to their feet. Armor and protective clothing protect normally.

Inanimate objects in the path of the lava flow take fire damage in addition to taking a
Slam attack with a ST of 50 for every hex the lava flow is wide. Lava will normally flow
around objects, but might completely bury low-lying or collapsed objects. Small objects on
the surface of the flow are likely to be carried along if they don't burn or melt.

This powerful spell is relatively cheap to cast and easy to learn because it requires the
mage to be fairly close to a live volcano. Since active volcanoes can emit poisonous
sulfur dioxide gas, clouds of ash, or rains of stones (see the Rain of Stone or Rain of Ash
spell for details), this spell is not always safe or easy to cast.
This is also an Elemental Fire spell.

Duration: 1 minute
Cost: 3 points to start, plus 1/2 point per hex of "growth" in width or length of the lava
flow. Up to 1 points of energy can be added to the spell per turn. 1 point to maintain,
regardless of energy put into "growing" the spell.

Time to Cast: 10 seconds, plus one second per turn of "growth".


Prerequisite: Lava

Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Living Earth Area

This spell makes an area of earth, stone, or metal "alive". It will grow, heal, and slowly
move according to the mage's will. Using this spell, the mage can make rocks "grow" into
walls, or he can make walls repair themselves or fuse together to become more resistant
to damage. Note, however, that the basic form of the material will not change, and refined
metals and precious gems will "grow" very slowly if at all.

Earth, gravel, or uncut stone ("natural" materials) will increase their mass and volume at
the rate of 10% per day, until they reach the volume specified by the mage when the spell
is cast. A volume of earth can also Move at a rate of 1 hex per day or heal 10% of its HP
per day if the mage wishes it to do so. Materials can also be made to flow away from an
area, to make depressions or to reduce the height of high areas of earth.

"Semi-Refined" materials (i.e., cut stone, crushed gravel) increases its mass and volume
at 1% per day, and "Refined" materials (refined metal, cut or polished gems, finished

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stone) increases its mass and volume at a rate of .001% per day. In other respects,
refined and semi-refined minerals are identical to unrefined materials.

In other respects, this spell is like the Shape Earth spell.


Duration: 1 day
Cost: 3 per hex,
2 to maintain. Double cost to affect "semi-refined" materials. Quadruple
cost to affect refined materials.

Time to Cast: 1 minute


Prerequisite: Magery, Heal Stone, Grow Crystals.


Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.

Loosen Earth Area

This spell will give normal earth the consistency of freshly plowed and cultivated soil to a
depth of about 1-foot. Dry earth will be turned into dust, possibly causing huge clouds of
dust (equivalent to the Dust Cloud spell) if it is disturbed by movement or wind. Muddy
ground will become more gooey, impeding Movement by a further 25%.

Digging rates are doubled in areas affected by this spell and seeds can be planted as if
the ground were freshly plowed.

Duration: Permanent

Cost: 1

Wand or Jewelry. Energy Cost to Create: 250 points.
Item: Staff,

Magic Pick Regular

Creates a magic pick which the mage can use to tunnel through stone or earth at the rate
of 1 cubic foot per second (1 cubic yard for earth) leaving a tunnel behind him.

The subject must have the Professional Skill (Mining) or Engineer (Mining) skill in order to
create a safe tunnel. Otherwise, he must roll vs. IQ-4 every 20 feet to see if the tunnel
caves in behind him. If used against Earth- or Stone-based creatures, treat the Magic pick
as a Great Maul which ignores DR of stone or earthen armor and which does double
damage.

Duration: 1 minute
Base Cost: 3, 2 to maintain

Prerequisites: Destroy Earth


Item: Pick or mattock. Energy Cost to Create: 400 points.


Author: Adapted from GURPS Magic Items 2

Mass Meld with Earth Area

Anyone within the area of effect can immediately meld into earth or stone, as per the Meld
With Earth spell. The mage can select just some people to Meld, but he must still pay the
whole cost of the spell.

Duration: 1 hour

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Cost: 2, same to maintain. (Minimum of 2 hexes).
Time to Cast: 3 seconds

Prerequisite: Magery, Meld With Earth


Item: Wand, Staff, or Jewelry. Energy Cost to Create: 750 points.

Meld With Earth Regular

This spell allows the mage to meld his body with a large body of earth or stone (at least
the size of a large boulder) and assume the outward appearance of that stone while
retaining all his senses. Unlike the Walk Through Earth spell, the mage cannot move
through the earth. Neither is the mage's body turned into stone, like the Body of Stone
spell.

Duration: 1 hour
Cost: 3, 2 to maintain

Time to Cast: 3 seconds


Prerequisites: Magery, Shape Earth.


Item: (a) Staff, Wand or Jewelry. Mage
only. Energy Cost to Create: 350 points. (b)
Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points.

Monolith Regular, resisted by HT

This spell causes a huge, roughly cylindrical, pyramidal or rectangular rock to erupt from
the ground. If maintained long enough, the spell allows the mage to create small
mountains!
The basic shape, appearance, and composition of the monolith are up to the GM, but is
likely to be similar to the underlying stone in the area.

The height depends on the amount of time the caster concentrates after the casting - the
column will grow 1 yard every minute until the caster ceases to concentrate on the spell.
The size of the base grows with the height, allowing the monolith to stand up straight, so
a cylindrical column will take on a roughly conical or pyramidal shape, and a rectangular
rock will take on a roughly trapezoidal form.

When the spell ends, the monolith recedes back into the earth at the same rate as it grew.
Note that the mage can grow more than one monolith simultaneously. The base cost
remains the same no matter how many stones are raised, but the fatigue cost to "grow"
the stones is charged for each monolith created. If the stones grow large enough that
they overlap one another, they will fuse into one large rock, but the Fatigue cost remains
unchanged.
If this spell is
cast underneath a building, the building gets a Resistance roll based on its
HT. If the resistance roll is failed, the building takes 1d damage for every minute that the
rock grows. DR is attacked first, and is permanently lost against subsequent "attacks" by
the rising stone. When all DR is gone, the HP of the building is attacked instead. When
the building's HP is completely gone, it collapses.

Duration: 12 hours or until the sun sets (if cast during the day) or until the sun rises (if
cast at night), whichever is less.

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Cost: 10 to cast, plus 1 for every 2 minutes of concentration during the "growth period."
Note that a spellcaster with Recover Strength at level 20+ can simply ignore the growth
period cost. Can't be maintained. This spell can be made permanent for 20 times the total
cost.

Time to Cast: 30 minutes.


Prerequisites: Earthquake, Create Earth Elemental.


Item: Staff, Wand or Jewelry. Mage Only. Energy Cost
to Create: 750 points.

Author: Adapted from the Net.

Mud Area

Creates an area of slippery mud, 6 inches deep. Movement in the muddy area is reduced
by 25% and characters moving through the area must roll vs. DX every minute or fall.
Characters who are attempting strenuous actions (e.g. melee combat, running) must roll
vs. DX every turn or fall.

Ground vehicles in the muddy area are at -2 to handling rolls and have their movement
rates reduced by 25%. Vehicles with high ground pressure must roll to avoid being stuck.
Vehicles with tracks (or similar propulsion systems) or low ground pressure are
unaffected.

For double cost, the mud can be made 1 foot deep. This has no further effects on DX or
vehicle handling, but reduces Move by 50%. Vehicles with high ground pressure will
automatically become stuck. Drivers of wheeled vehicles must roll vs. skill every 10
seconds or become stuck.

This is also a Water spell.


Duration: 1 hour
Base Cost: 2, 1 to maintain. For double cost, the thickness of the mud can be increased.
Prerequisite: Create Earth, Create Water.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Multimissile Regular

This spell can be cast upon any missile. The instant it is fired, the original missile is
magically duplicated into two or more missiles.

Each missile attacks separately, but at the same chance to hit as the original missile.
Locations hit by multiple missiles are completely random, though the original missile can
be targeted.
After they hit
(or miss), the duplicates vanish. This spell can't be cast on missile spells,
though it can be used to augment missiles hurled with the Apportation spell or the psionic
Telekinesis power.
The missile must be
fired within 10 seconds after the spell is cast on it, or the spell will
dissipate.

This is also a Making and Breaking spell.

Duration: 10 seconds or until the missile is fired.


Cost: 1 per extra missile or per 2d damage to a maximum of 5 points of energy, same to

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maintain
Prerequisite: Stone Missile

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Missile weapon.
When enchanted the weapon becomes capable of firing multiple missiles at no fatigue
Cost to the user. Energy Cost to Create: 1,500 per extra missile.
Author: Adapted from Rick Hunt

Natural Stair Regular

This spell creates a natural stair, road, or ramp in stone or earth. This allows the mage to
ascend steep slopes and cliffs at his normal Movement rate without having to make
Climbing skill or DX rolls.

The steps or ramp appear just in front of the mage and disappear after he has passed.
For extra cost, others can be included in this spell. The only limitation is that no character
can be more than 3 hexes away from any other character affected by the spell and all
characters affected by the spell must form a "chain" separated by no more than 3 hexes
each with the mage as one of its "links".

The path created is 2 hexes wide. This is wide enough to accommodate horses and the
like, but not to accommodate wagons or similar wheeled vehicles. For double cost, the
width of the trail can be expanded to 4 hexes.

If stairs are created, they have a maximum slope of 45 degrees. If a road or path is
created, it has a maximum slope of 10 degrees. This forces characters using the Natural
Stair spell to "double back" as they ascend a tall slope. If the GM chooses, he can create
a more gentle slope to accommodate heavy vehicles or to make the climb easier.

Duration: 1 minute
Cost: 3 points, plus 1 point for each hex of creature affected, half to maintain. For double
cost, the width of the trail is expanded to 4 hexes.

Time to Cast: 3 seconds


Prerequisite: Magery, Shape
Earth, Create Earth

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or
Jewelry. Works for wearer only. Energy Cost to Create: 300 points.

Netstone Regular

This spell turns an ordinary rock or sling missile to turn into a melee net when it strikes its
target. The stone behaves normally until it strikes its target, then, rather than damaging its
victim, it covers its victim with a net, which lasts for 1 minute. Treat the missile as a
normal stone, sling stone or prodd crossbow missile depending on how it is launched.

This is also a Plant spell and a Making and Breaking spell.


The missile must be hurled within 10 seconds after the spell is cast.

Duration: 10 seconds or until the missile is fired. (net lasts 1 minute after the missile
hits).

Cost: 3, 1 to maintain.
Time to Cast: 3 seconds

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Prerequisite: Magery, Shape Earth, Create Plant
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Netstones,
GURPS Magic Items 1, p. 95 Energy Cost to Create: 20 points (c) Prodd, Sling or other
stone-throwing weapon. Any missile fired from it turns into a netstone when it hits. Energy
Cost to Create: 500 points.

Author: Adapted from GURPS Magic Items 1

Oily Regular, resisted by IQ

This spell saturates all objects in an area with flammable oil. In addition to soiling or
spoiling the material, the oil allows the material to be instantly ignited if a flame source is
held in contact with it for at least 1 second.

If this spell is used to saturate the clothing or possessions of a person or the fur of an
animal, the victim gets a roll vs. IQ to resist the spell.
Burn damage from flaming oil is determined as if the victim
had been soaked in gasoline
and set alight, 1d points of damage per turn spread across the entire body. Porous armor
(such as cloth or leather) doesn't protect against this damage, since the oil soaks into it.
Non-porous armor (such as metal or plastic) protects with its DR for the first turn, then the
burning oil seeps in through the joints. Sealed armor protects with its full DR.

The oil will naturally drip off the subject or evaporate in about a minute. It can also be
wiped off or washed away with large amounts of water (at least 10 gallons). Oil that
saturates into non-living materials lasts permanently until it is washed or wiped away.

Duration: 1 minute (oil created is Permanent).


Cost: 1 for a small area (like a small campfire),
2 for a 1 hex wide area, 4 per hex of living
creature. Can't be maintained.

Time to Cast: 1 second per point of base cost.


Prerequisites: Create Oil

Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points.

Plow Area

When this spell is cast, deep furrows are cut into sand, loose rock or soil turning over and
loosening the earth just as if the land had been plowed by hand.
Small plants in the area will be uprooted, large plants or rocks will
be unaffected and the
furrows will go around them. Any material on or in the ground down to 6 inches of depth
will be churned along with the soil. This will either hide or reveal objects as the GM
wishes.
While this
spell is mostly used as an aid to gardeners and farmers, some mages also use
it for other purposes - to hide tracks or to reveal (or hide) deadly objects like mines or
caltraps. It can also be used to fill in shallow trenches.

This is also a Plant spell.


Duration: Permanent

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Base Cost: 1
Prerequisite: Loosen Earth.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

Poison Earth Area

This spell poisons earth making it deadly to plants and animals that burrow in the earth. If
the poisoned earth gets on a characters skin, or if the dust gets in his lungs, it will call
cause damage to the skin or respiratory system.
Poisoned earth does 1 point of damage to plants
and burrowing animals per 10 minutes
of exposure. Characters who are exposed to poisoned earth through their skin (such as
by walking barefoot in such an area, or by lying on the earth) take 1 point of damage per
hour of exposure. Poisoned earth dust breathed into the lungs does 1 point of damage
per 10 minutes.

Normal plants will not grow in an area affected by the Poison Earth spell. Magically
created or undead plants are unaffected by this spell.

Duration: Permanent

Base Cost: 3 points. This spell can be made permanent for 50 times the base cost.
Prerequisite: Purify Earth

Item: Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 400 points.

Predict Earth Movement Information

See also the Earth Warning spell.


This is also a Protection and Warning spell.

Author: Lee Gold (GURPS Japan)

Prepare Site Area, resisted by HT

This spell levels ground, removes rocks and vegetation and otherwise prepares a site for
human habitation.
The basic version of
this spell prepares a campsite. It will remove small rocks and other
debris, clear or flatten grass and minor vegetation, prepare a fire pit or fire circle, and, if
possible, make beds from local vegetation. If the mage wishes, this spell will also create
small trenches to divert water. Under normal circumstances, this spell will save the mage
1-2 man hours of unskilled labor.

For double cost, this spell will remove large rocks, clear vegetation except for trees, and
will level the site for a simple, small building. For triple cost, the entire area is leveled,
preparing the site for the construction of large, complex buildings or roads. Large trees in
the area resist with HT. Sentient plants or natural features automatically resist this spell.

This is also a Plant spell.


Duration: Permanent.

Base Cost: 1 point to clear a campsite. 2 points to clear a simple building site, 3 points to
clear a major building site or a road bed.
Time to Cast: 1 second per point of energy
used to cast the spell.

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Prerequisite: Plow.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Tool. Energy Cost
to Create: 250 points.

Protection From Earth Area, resisted by Spell

Buildings in areas protected by this spell are immune to the effects of natural
earthquakes, subsidence, landslides, and other earth-based disasters.
If a mage attempts to affect an area with a spell which mimics a natural
disaster (such as
Volcano, Earthquake, or Shape Earth) this spell will give the protected area a resistance
roll (a contest of spell skills) to avoid being affected. Animate objects in the protected area
are not protected from earth-based disasters.

Duration: 1 day
Base Cost: 1/10,
an area can be permanently protected for 50 points per hex of radius.

Time to Cast: 10 seconds


Prerequisite: Resist Earth


Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points.

Purify Earth Area

Author: Sasha Miller and Ben W. Miller (GURPS Witch World)

Quicksand Area, resisted by DX

Creates an area that appears to be solid earth, but is actually slippery, gooey muck with a
10-foot bottom. Subjects who move into the area of Quicksand must roll vs. DX or fall in.
This DX roll is at -2 if the subject didn't expect the quicksand or was moving quickly.
Characters in quicksand must make a Swimming roll every minute to avoid Drowning.

Heavy objects, such as metal weapons or vehicles immediately sink to the bottom.
Characters in Quicksand can attempt to pull themselves out of the muck by roll vs. DX or
ST-4. One attempt is allowed per minute. Each failed attempt costs 1 point of Fatigue.

Characters and equipment trapped in the quicksand when the spell ends are imprisoned
in the original rock or earth and must be dug out.

This is also a Water spell.

Duration: 10 minutes

Base Cost: 3 to cast, 2 to maintain per hex. An area can have this spell permanently cast
on it for 50 times the base cost.

Time to Cast: 5 seconds


Prerequisite: Mud

Item: Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 500 to create

Quintessence of Stone/TL Regular, resisted by Will

This spell gives any stone or earthen object the favorable qualities of another mineral of
the mage's choice while still maintaining the favorable properties of the original mineral.
For example, a clay pot could be given the hardness of granite, making it nearly

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unbreakable.
Likewise, if the mage wishes, unfavorable qualities can be given to metal objects. For
example, a stone axe head could be given the malleability of moist clay (which would ruin
the head if the axe was used).

The mage can specify any property that he is aware of for any mineral with which he is
personally familiar. He can't require a mineral to take on all the properties of another
mineral (since that would be a complete transmutation) and the GM can veto obviously
unbalancing choices. For example, the GM can veto attempts to give objects the
properties of highly radioactive minerals.

If there is any question as to whether the mage is familiar with a particular mineral or its
properties, the GM can require the mage to roll vs. his Geology or Chemistry skill.
Generally, the physical and chemical properties of various minerals weren't discovered
until TL5.

item held, worn or used by another person, the owner is allowed a roll vs.
If cast on an
Will to prevent the change from occurring.

This spell can't be used to allow a material to take on the characteristics of metal. For
this, the mage must use the Quintessence of Metal spell.

Duration: 1 minute
Cost: 3 per quality granted, half to maintain. Double cost for rare or dangerous qualities.

Time to Cast: 3 seconds


Prerequisites: Magery 2,
Shape Stone

Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points, (b) Any
item. This spell can be made permanent for 50 times the base cost.

Rain of Ash Area, resisted by HT-2

This spell fills an area with hot, smothering volcanic ash.


The affected areas are treated as the Dust Cloud spell had been cast in them, except that
all HT rolls to resist the spell's effects are at HT-2 and vision is completely blocked, as if
the hexes had the Darkness spell cast on them.

In addition to choking, characters who fail their Resistance Rolls take 1 point of damage
from burning ash and noxious fumes in addition to coughing. On a critical failure, the
burns are to their lungs - damage is treated as if it hit the vitals, and all subsequent HT
rolls to resist the ash are at an additional -1.

If the mage also knows the Rain of Stones spell, he can combine this spell will the Rain of
Ash spell to create a rain of volcanic stones. Volcanic stones are exactly like normal
stones except that they go +1 point of burn damage to exposed flesh.

When the spell ends the dust and stones fall to the ground leaving effects as if the Dust
spell had been cast.

Duration: 1 minute (dust created is permanent).


Cost: 5 points, 3 to maintain, plus the cost of the Rain of Stones spell.

Time to Cast: 10 seconds


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Prerequisite: Magery 2, Dust Cloud, Volcano
Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points or 1,250 if
the staff also casts Rain of Stones.

Rain of Oil Area, resisted by IQ

This spell creates a rain of flammable oil, which will saturate anything in the area of effect,
as if the Oily spell had been cast on it. In other respects, this spell is identical to the Oily
spell.

Intelligent creatures in the area of effect resist the spell with IQ.

Duration: 1 minute. (Oil created is permanent.)


Base Cost: 4 points, half to maintain. (Minimum of 2 hexes).


Time to Cast: 10 seconds


Prerequisites: Magery, Oily


Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Ready Road Regular, resisted by Spell

This spell magically converts any terrain beneath the subject's feet into smooth, clear, dry
earth for the duration that it takes him to pass. Using this spell, the subject can walk
through the thickest of brush, the deepest of snow, or the muddiest of swamps as if he
were walking on a level, well-maintained path.

If this spell is cast over an area that has been affected by a magic spell (such as Slippery,
or a Fire Hex), the Ready Road spell takes effect if it can win a contest of skills. Note that
the subject might still take damage from magical effects in the hexes adjacent to him, but
while he is there, the Ready Road turns the hex into ordinary earth.

This spell doesn't work if the slope is more than 60 degrees, nor does it allow the subject
to walk on water. However, it does allow the subject to walk along the bottom of a body of
water without problems, if he has a way to breathe.

This is also a Movement spell.


Duration: 1 minute
Cost: 4, 3 to maintain

Prerequisites: Magery, Shape Earth, Shape Plant, Destroy Water, Surefoot


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing
or
Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Author: Adapted from GURPS Magic Items 1

Refine Hydrocarbon/TL Area

This spell allows the mage to refine coal, natural gas, asphaltum, or crude oil into any
petroleum product with which he is familiar. At higher Tech levels, this allows the mage to
produce usable fuel. At lower tech levels, this spell allows the mage to remove impurities
from coal or crude oil so that it will burn a bit more cleanly.

Duration: Permanent

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Base Cost: 1 per pound of material to be affected.
Time to Cast: 1 minute.

Prerequisite: Magery, Shape Earth


Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 300 points. (b)
Refining equipment or container for holding oil or coal. Will refine any appropriate material
placed into it. Energy Cost to Create: 50 points per pound of material to be refined.

Resist Earth Regular

The subject is immune to damage from objects made of rock, clay or earth including
cave-ins, building collapse, earthquakes, quicksand and landslides.
Weapons, including sling stones and thrown rocks, completely made
of stone do no
damage. Stone-tipped weapons do only half damage. Falling damage is halved as long
as this spell is in effect. The subject takes no damage from slamming into the ground, but
he does take damage from his rapid deceleration. At high tech levels this spell will protect
against ceramic weapons or missiles.

While the subject is protected from the impact and weight of stone or earth, this spell
does not give him immunity to being pinned underneath rubble, though he gets +4 to ST
and DX to avoid being pinned or trapped by falling or sliding earth. The spell gives no
protection against suffocation.

Against Earth magic or earth-based creatures (such as elementals), the character gets +1
to all Resistance and defense rolls.

This spell has no effect against metal or metal weapons.


As a side effect, this spell also gives the subject the effects of the Soilproof spell.

Duration: 1 minute.

Base Cost: 3, 2 to maintain.


Prerequisite: Magery, Shape
Earth.

Time to Cast: 3 seconds.


Item: (a) Staff or Wand. Energy Cost to Create: 500 points. (b) Jewelry or Clothing.
Works for wearer only. Energy Cost to Create: 300 points.
Author: Thomas Barnes, Anthony Jackson.

Resist Stone Regular

This spell protects the subject from harm caused by stone, including thrown rocks, stone
missiles, and the like. The spell will also protect the character from shifting or falling rock,
such as cave-ins or landslides. Note that while this spell protects against harm from
falling or moving rock, it does not protect the character from being trapped or suffocated,
or from burning lava.

In other respects, this spell is like the Resist Earth spell.


Duration: 1 minute.

Cost: 4 to cast, 2 to maintain. Double cost to resist landslides, large boulders, elemental
stone, or enchanted stone. Triple cost to resist falling mountains.
Prerequisites: Resist Earth, Stone to Earth.

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Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points. (b) Clothing or
Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points.

Author: Adapted from Anthony Jackson.

Rolling Hill (VH) Regular

This spell allows the mage to animate an earth or stone outcropping, just like the Rolling
Hill magic item. For a full description of the item, see GURPS Magic Items 2, p. 107.

Duration: 1 minute
Cost: 10 points, 6 to maintain.

Time to Cast: 10 seconds


Prerequisite: Magery 3, Move Terrain


Item: (a) Staff, Wand or Jewelry. Mage
Only. Energy Cost to Create: 5,000 points (b)
Rolling Hill GURPS Magic Items 2, p. 107. Energy Cost to Create: 10,000 points.

Author: GURPS Magic Items 2.

Rolling Road Area, resisted by DX+4

When this spell is cast, a relatively smooth, area of earth or stone begins to "move" like a
conveyor belt at a rate of 2 hexes per turn (Move 2). Anyone in the area when the spell is
cast who is not braced or who is not expecting the spell must roll vs. DX+4 or fall.

Anything in the affected area will begin to move in the direction specified by the mage
when the spell is cast. When an object standing on the spell area reaches the edge of the
affected area it will stop moving, though living creatures will notice that the ground
continues to move under them.

People attempting to step off the affected area in a different direction from the direction
the earth is going must roll vs. DX+4 or fall in a hex adjacent to the spell area.

Items firmly attached to the ground will seem to move along of their own volition until they
reach the edge of the spell area. They will magically "pop-up" on the other side of the
spell area and start the journey again. It is up to the GM to determine if these moving
objects cause damage to people in or next to the spell area.

Duration: 1 minute
Base Cost: 2 to cast, half to maintain. Each doubling of cost doubles the speed of
movement and gives -2 to the DX roll to avoid falling, up to a maximum of Move 10. An
area can have this spell permanently cast on it for 50 times the base cost.
Time to Cast: 3 seconds per hex of radius.

Prerequisite: Magery, Shape Earth, Walk Through Earth


Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Root Regular

This spell "roots" an unliving object to the ground, making it impossible to remove the
object from the earth short of breaking or destroying it. All ST rolls to lift or move the
object automatically fail.
For example, posts could
be rooted in the earth so it is impossible to pull them up or

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knock them over, or a sword could be rooted in a crack in a rock making it impossible to
pull out.

Duration: 1 day

Cost: 1 point for an object up to 10 lbs., 2 points per 50 lbs. of material to be rooted, half
to maintain (minimum 1 point). Can be made permanent for 50 times the base cost.

Time to Cast: 3 seconds per point of energy used to power the spell.

Prerequisite: Magery, Shape Earth, Rooted Feet


Item: Staff, Wand or Jewelry. Energy Cost to Create:
250 points

Sand Bag Missile

This spell creates a ball of sand that will Stun its target. The ball has SS 13, Acc +2, 1/2 D
40, Max 80. Rigid armor with at least PD 1, DR 2 completely protects against stun
damage. The spell is thrown using Spell Throwing (Bullet) spell.

Cost: 1 per die of damage. Each point spent on the spell does 1d-2 Crushing damage,
but 2d points of Stun damage.

Time to Cast: 1 second per energy point put into the spell.
Prerequisites: Sand Jet

Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a mage.

Sand Missile Regular or Blocking, resisted by IQ

Causes missiles turn into sand when they hit their target. Missiles turned into sand do 1d-
2 Stunning damage and 1 point of damage per basic die of damage, regardless of the
missile. Rigid armor (PD 1, DR 2 or better) completely protects against Stun damage.
This spell may be cast in one of three ways: as a Blocking spell, as a defensive spell on a
subject, or as an offensive spell against a foe's weapon. If cast on a weapon, any missile
fired by the weapon is affected by this spell when it hits a target. Unwilling subjects roll vs.
IQ to resist.

Generally this spell is used to confound enemy gunners and archers, but it can be used to
allow a friendly marksman to "sand-bag" quarry with a weapon that normally does lethal
damage.

Duration: 1 attack if cast as a Blocking spell, 1 minute if cast as a Regular spell.


Cost: 1 point if cast as a Blocking spell. Otherwise 3 to cast, 2 to maintain.


Prerequisite: Create Sand.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Jewelry or
Clothing. Works for wearer only (often Always On). Energy Cost to Create: 400 points. (c)
Missile Weapon. Any rounds fired from the weapon will automatically turn into Sand
Missiles. Energy Cost to Create: 300 points.

Sandpit Area, resisted by Special

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This spell creates a deep conical pit whose edges are lined with loose sand. Anyone
within the spell's area must roll vs. DX-4 to avoid falling in, or vs. DX if they are on the
edge of the pit.

into the pit, he begins to slide towards the bottom. Anyone in the pit is
When a victim falls
at DX-4 every turn to keep from sliding down 2 yards - the slope to the bottom of the pit is
equal to the radius of the spell area. A successful roll means that the victim stopped
sliding that second. While stopped, he needs to make a DX roll to keep from sliding
again. Making any of the rolls by 5 or more means that he can actually move a yard
closer to the top. Failure means that he is two yards closer to the bottom. A sliding
character is at -4 to all DX-based skills. A sliding mage is at -4 to cast spells unless his
skill is high enough that he doesn't need to gesture.
Anyone who reaches the bottom of the pit starts to be
sucked into the earth. Victims must
roll vs. ST each turn to avoid being pulled under. For each point by which the ST roll was
failed, they are sucked 1 foot into the earth (feet first) until they are completely covered, at
which point they begin to Suffocate. Characters who make their ST roll by 5 or more, or a
critical success are able to pull themselves out of the earth and can begin making DX
rolls to escape from the bottom of the pit.

Duration: 1 minute
Base Cost: 1, half to maintain. Minimum radius 5 hexes. For 50 times the base cost an
area can be permanently enchanted with this spell.
Time to Cast: 3 seconds

Prerequisites: Magery, Create Sand, Shape Earth


Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.


Author: Adapted from GURPS Fantasy Bestiary

Seek Terrain Information

This spell allows the mage to know the direction and approximate distance to the nearest
large, distinctive, natural terrain feature such as a cavern, mountain, forest, desert, pass,
island, reef, or coastline. If there is more than one terrain feature of the appropriate type,
this spell will give confused results. The mage can exclude known terrain features if he
specifies them before he begins casting the spell.

While accurate, this spell "interprets" requests literally. For example, if a mage is seeking
a cavern, then the spell might point out a cavern deep in the earth with no known
entrance rather than the cavern entrance the mage was looking for. This problem can be
overcome if the mage specifies what he is looking for before casting begins.

There is a -2 to penalty to skill if the mage is looking for a relatively small or insignificant
feature (i.e., one specific hill in a range of hills) and an additional -2 penalty if the mage
has never been to (or personally seen) the desired terrain feature.

Cost: 3, large man-made terrain features (cities, dungeons, keeps) can be detected for
double normal cost.

Time to Cast: 10 seconds


Prerequisite: Seek Earth


Item: (a) Staff, Wand, Jewelry
or Clothing. Energy Cost to Create: 400 points. (b)

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Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points. If the item
will only detect one type of terrain (like just mountains, or just reefs), then the cost to
create is 150 points.

Sharp Stones Area

Causes a stone surface to become filled with razor-sharp spikes of stone.


Creatures walking through the affected area take 2 points of Cutting damage to their feet
for every hex they walk through. Armor protects normally, although most medieval-style
armor does not cover the soles of the feet. Creatures that fall down in a sharp hex take 1d
points of whole body Cutting damage.

Duration: 1 minute
Base Cost: 2 per hex, half to maintain. An area can be made permanently sharp for 100
points per hex.

Prerequisite: Shape Earth



Energy Cost to Create: 500 points.
Item: Staff, Wand or Jewelry.

Shattering Stone Regular

The mage can enchant a normal, fist-sized rock that weighs at least 1 lb. so that it will
violently shatter when it hits a solid object.
When it explodes, the rock will do 2d points
of cutting damage to anyone who is in
contact with it, or 1d points of damage to anyone in the same hex. People in adjacent
hexes are hit by fragments which do 1d-2 points of cutting damage on a roll of 12 or less.
People two hexes away from the explosion take 1d-4 points of damage on a die roll of 9
or less. The stone will "detonate" when it is dropped or thrown against a hard surface or
living creature.

The danger of this spell is that the rocks are inherently unstable. If the person carrying a
Shattering Stone takes a hard fall, or if he drops the stone, it will explode on a roll of 12 or
less. If a Stone is hit with a weapon (-6 to hit, -8 if it is held in a hand) it will automatically
explode, damaging the person carrying it, and possibly the attacker. If a Stone explodes
in the presence of other Stones, the other stones will automatically blow up if they take
damage. Since damage from the blast is doubled if the stone is in contact with the user's
(or victim's) body, carrying a large number of Shattering Stones into combat is a very risky
proposition!

For double energy cost, the stone can be made to do double damage, but the stone must
be a cut or polished semi-precious or precious stone of at least $50 value.

Duration: 10 seconds or until the rock is thrown or dropped. (Effects are instantaneous)
Cost: 5 per stone. For double cost damage can be doubled, see above. This spell can be

made permanent for 25 points (or 50 points for double damage).


Time to Cast: 10 seconds

Prerequisites: Magery 2, Shape


Earth, Shatter (Making and Breaking), 5 Earth spells.

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Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b)
Sling, Prodd, or Stonebow. Any stone fired from the weapon has this spell cast on it.
Energy Cost to Create: 1,500 points.

Sink Hole Area, resisted by DX-4

This spell temporarily liquefies the ground in the area sinking living creatures into the
earth up to their waists. The next instant, the earth resolidifies, trapping the victims in the
earth. Characters can leap to safety by making a roll vs. DX-4.

Buried characters must make a ST roll each turn in order to break free. If the ground is
hard or rocky, this roll is at -2. If they are sunk into rock, the roll is at -4. Each attempt to
break free costs 1 Fatigue unless the character takes time to dig himself out. Exhausted
characters must be rescued by others.

Buildings are not sunk into the earth, but take 1d damage that bypasses DR. This
represents the effects of extreme, sudden settling. Solid inanimate objects (such as rocks
or trees) only sink a few inches and are unaffected.

Very light objects, or objects with low ground pressure get a bonus to their resistance
rolls. For every 25 pounds of weight less than 100 pounds, the subject gets +2 to DX. If
their weight is distributed across more than one hex (like a man lying down or walking
along a board) they get an additional +1 to +4 bonus.

For double energy cost, the mage can sink victims up to their armpits (-4 to ST rolls to
break free) and do double damage to buildings. For quadruple energy cost, the caster
can sink characters up to their necks, preventing them from making ST rolls to break free
and do triple damage to buildings.

Duration: 1 second (effects are permanent until victims are dug out).
Base Cost: 3 points. Can't be maintained. Minimum 2 hexes. Double cost to cast on hard
ground or rock. See above for effects of double and triple strength castings.

Time to Cast: 5 seconds


Prerequisites: Magery 2, Quicksand


Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.
Author: Adapted from Web

Solid Stance Regular

The subject's feet are unusually well braced on the earth. The character can't be
Slammed, lifted from the earth, tripped, or knocked back. He gets +4 to DX rolls to avoid
accidentally tripping or falling in slippery conditions.
This is also a Movement spell.

Duration: 10 seconds

Cost: 3, 2 to maintain
Time to Cast: 2 seconds

Prerequisites: Sure Foot


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or
Clothing. Works for Wearer Only. Energy Cost to Create: 300 points.

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Speak Through Earth Regular

This spell allows the subject to speak and be heard through earth or stone to a range of
20 hexes. Each doubling of base cost doubles range.

This is also a Sound spell.

Duration: 1 minute
Base Cost: 2, half to maintain. (double cost for each doubling of distance)

Prerequisites: Shape Earth, Great Voice


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or
Clothing. Works for Wearer Only. Energy Cost to Create: 300 points.

Stabilize Earth Area

This spell keeps loose, moist, or unstable earth in place, even during landslides, cave-ins
or earthquakes. For the duration of the spell any area protected by this spell will not
move. People or objects standing on the earth can still be affected by things such as
earthquakes.

Duration: 12 hours

Base Cost: 2 per hex, half to maintain. An area of earth can be permanently stabilized for
25 points per hex.

Time to Cast: 1 minute


Prerequisite: Shape Earth


Item: Wand, Staff or Jewelry. Energy Cost to Create: 300 points.

Stone Jet Regular

This spell allows the mage to shoot a spray of rocks from his hand.
The rocks have a maximum range of 3 hexes. The mage must roll vs.
DX-2 or Magic Jet
skill to hit with the spray. If they hit, the rocks do minimal damage (1d-2 damage), but they
fall to the ground and can make footing difficult. Each second of rock spray can cover 1
hex with rocks.

At the mage's whim, the rocks can be sharp or perfectly round and smooth like marbles.

The rocks force any character who enters their hex to make a DX roll. This roll is at -2 if
the character is running or is moving at more than half their Move. Characters who are
moving slowly and carefully (no more than 1 hex per turn) and who can see the stones
get +4 to their roll.

If the rocks are sharp and the character fails his DX roll, he takes 1d-2 points of Cutting
damage to his foot. If the rocks are smooth, the character falls in the hex. He must make
an additional roll vs. DX+2 each turn to stand up, or stands up automatically if he takes 3
turns to do so carefully.

If a character falls on sharp rocks he takes 1d-2 points of Cutting damage to a random hit
location.

Duration: 1 second (rocks last for 1 minute).


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Cost: 4 points, 3 to maintain.
Prerequisite: Magery, Sand Jet or Create Marbles

Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points

Stone Tell Information

By "speaking" with boulder, rock or area of ground, the caster can determine roughly what
transpired or what passed by the area within the last 12 hours. Information gathered will
be general, only on a critical success will the mage receive details.
The mage can "skim" 30 minutes of time or view 10 minutes of time
in some detail per
minute.

The mage can either cast this spell to start a certain amount of time in the past (maximum
of 12 hours) and work forward, or he can work back until he finds the information he
wants.

Duration: 1 minute.

Cost: 3 to cast, same to maintain.


Time to Cast: 10 seconds.


Prerequisite: Magery, Earth Knowledge, Divination.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a
mage. (b) A rock which weighs at least 5 lbs. can have this spell cast on it permanently.
Anyone who grasps the rock and concentrates will get a mental impression of what
happened in the area within the last 12 hours.

Stone to Glass Area

This spell turns stone into glass. Normally, this spell is used offensively, since the DR and
PD of glass is half that of stone. However, it can also be used to turn the outermost layer
of a stone wall in smooth, seamless wall of glass that defies most attempts to climb it.
This latter application doesn't affect the DR of the wall itself, since only the outermost
layer of stone is affected.

Duration: Permanent

Base Cost: 3 per 100 lb. of stone affected (minimum 3)


Time to Cast: 10 seconds

Prerequisite: Create Sand, Shape Earth


Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Stone Caller Area

This spell summons all loose stones and other metal objects buried less than a foot
underground to the caster and stacks them in a neat pile at his feet.

To be summoned, the object must weigh more than 1/2 lb. and less than 10 lbs. Each
multiple of cost increase allows the maximum or minimum size of stone called to be
increased or decreased, or allows stones to be called from a greater depth.

Double cost allows items of metal and stone between 1/4 lb. and 20 lb. to be summoned
or allows items no more than 2 feet below the surface to be called. Triple cost allows

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items between 1/8 lb. and 40 lb. to be summoned or allows items no more than 3 feet
below the surface to be called. Increased multiples only allow items up to 1/32 lb. (1/2
oz.) to be summoned but there is no limit on upper size of rocks.

If this spell encounters bedrock or a rock solidly attached to the earth, any extra energy
put into the spell is lost and the rock will not move. It's not possible to bring the bedrock to
the surface or move mountains using this spell.

This spell is usually used to clear rocky fields before plowing, but it also has uses for
scavenging lost items, gathering buried treasure, or (for modern-day mages) clearing
mine fields.

Duration: 1 minute
Cost: 1 point, half to maintain. Increased cost increases the effect of the spell. See
above.

Time to Cast: 10 seconds


Prerequisite: Shape Stone


Item: Staff, Wand or Jewelry. Energy Cost to Create: 350 points.


Author: Adapted from GURPS Magic Items 2.

Stone Form Regular

This spell will turn the subject into an animated stone statue. He has a natural PD2, DR 4,
and his HP are doubled (but not his HT). Other characteristics are as for Body of Stone.
When the wounded character transforms back form Stoneform, any damage taken while

in stoneform is halved, as long as he's still at positive HP. Any damage taken before
stoneform is assumed is doubled while in stoneform.

Wearer must roll vs. HT at end of spell. On a failure the spell is permanent and can only
be removed with Remove Curse or Stone to Flesh.

Duration: 1 minute
Cost: 5, 3 to maintain

Time to Cast: 3 seconds


Prerequisite: Contagious Stone, Body of Stone


Item: See Stoneform Amulet, GURPS Magic Items 1, p. 29. Energy Cost to Create: 350
points

Author: Adapted from GURPS Magic Items 1

Stonewraith Regular, resisted by IQ

This spell is identical to the Steelwraith spell except that it affects items made of stone
only. The subject can pass through stone walls and objects made of stone pass through
his body. However, the subject also will sink through stone floors and will sink into stone
as if it were water.

Duration: 1 minute
Base Cost: 3, 2 to maintain

Time to Cast: 3 seconds


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Prerequisite: Shape Earth
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or
Jewelry. Always on. Works for wearer only. Energy Cost to Create: 200 points.

Stony Death (VH) Regular; Resisted by HT

This spell kills the subject by turning him into unliving stone. If the subject fails his
resistance roll, he takes 1 point of damage per turn as he slowly turns into solid rock.

a
Once the victim reaches 0 HP, he is completely petrified, and if he dies, he is turned into
normal stone statue. Flesh to Stone spells will return the victim's body to unliving flesh.

Duration: 1 minute (Effects are Permanent).


Cost: 10, can't be maintained.


Prerequisite: Magery 2, Flesh to Stone


Item: Staff, Wand or Jewelry. Mage Only.
Energy Cost to Create: 500 points.

Stop Earthquake Area

This spell immediately stops or prevents earthquakes in affected area. It does not stop or
prevent damage from the effects of earthquakes which come into the protected area from
outside the spell's radius (for example, landslides or falling debris), nor does it protect
against earthquake damage inflicted before the spell is cast.

If this spell is used to counter the Earthquake or Greater Earthquake spell, roll a Contest
of Skill between the two spells. The winning spell takes effect.

Duration: 12 hours

Base Cost: 1/20 to cast, half to maintain. (min. 1/1/2 points.) This spell can be made
permanent on an area for 25 times the base cost.

Prerequisite: Magery, Protection From Earth.


Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points. Usable only by a mage.

Sure-Footed Regular

Allows subject to walk on treacherous or unstable ground as if it were stable. In other


situations this spell gives +4 to Dexterity to avoid tripping or falling or to resist magic
spells which might cause the subject to slip or trip.

Duration: 1 minute
Cost: 2 to cast, 1 to maintain

Prerequisite: Shape Earth


Item: (a) Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 300 points. Usable
only by a mage. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create:
250 points.

Swallowing Soil Regular; Resisted by IQ

Author: S. John Ross (GURPS Russia)

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Tower Area

This spell creates a tower (or other structure) of stone.


For every 5 hexes of area, the tower can have up to 20 feet of height. One floor is created
per 20 feet of height. Ladders or narrow staircases to upper levels are provided and the
mage can place windows and arrow loupes as he sees fit, to a maximum of 1 window or
arrow loupe per 10 feet of wall (per 20 feet of height). The top of the tower can either be
finished with a domed roof or a flat roof with 3-foot wide crenellations.

The door can be of any form the mage wishes (usually a drawbridge or large double
doors) and will be made of Iron. While the tower will be structurally sound, its architectural
merit is based on the mage's Architecture skill.

Skilled mages can swap area for height or to create more elaborate structures than a
simple round or square tower. If the mage tries to create a fancy building, he must roll vs.
Architecture or Engineering (Structural or Civil) skill in order to produce a stable building.
If he fails his roll, the tower will collapse immediately.
The tower walls will have PD 4, DR 50 and 200 HP. The
door will have PD 5, DR 50 and
100 HP.

Duration: 1 hour
Cost: 1 per hex, half to maintain.

Time to Cast: 1 minute per point of energy used to cast the spell. This spell can be made
permanent for 100 times the base cost.

Prerequisites: Magery 2, Shape Stone, Wall of Stone, 15 other Earth spells.


Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

Transmuted Earth Regular

This spell allows the caster to turn a cubic foot of earth or dust into a substance which
has the same density and consistency as dust or earth, but which has the properties and
obeys other physical laws like the transmuted substance.

For example, a jar of earth transmuted to fire would move and burn like fire but would
have the same color, "feel", "look" and "heft" as dirt.

Duration: Permanent

Cost: 3 points.

Prerequisite: Magery, 3 spells from each of the 4 elements


Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.
Usable only by a mage.

Tremor Area, resisted by DX

This spell allows the caster to create a minor tremor which will rattle windows and make
hanging lamps sway but which does no damage. Unsteady items will be toppled by this
spell, and characters who are balanced precariously must roll vs. DX or fall.

In modern terms, the tremor produced by this spell registers 4.5 or less on the Richter
scale.

Duration: 3 seconds

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Base Cost: 1 point, can't be maintained.
Prerequisite: Magery, Shape Earth

Item: Staff, Wand or Jewelry Energy Cost to Create: 400 points. Usable only by a mage.

Turn Earth Regular

Makes stone or dirt objects swerve away from subject, this gives him -5 to be hit with or
stone or stone tipped weapons and gives him +5 to DX or +2 to Dodge rolls to avoid the
effects of landslides, cave-ins, and the like. It also keeps the subject from getting dusty or
dirty due to earth, dust or mud adhering to his body or clothes.

An irritating side effect is that the subject can't pick up anything made of stone or dirt
while the spell is in effect. This repulsion effect also halves damage received from being
knocked back, slammed or falling onto stone or dirt. (This effect is not cumulative with the
Protection from Earth spell.) Stone or dirt carried by the subject when the spell is cast is
immune.

This spell has no effect against metal or metal weapons.


Duration: 1 minute
Base Cost: 4, 2 to maintain

Prerequisite: Protection from Earth


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Jewelry or
Clothing. Works for wearer only. Energy Cost to Create: 300 points.

Volcanic Eruption (VH) Regular

This spell makes a dormant volcano become active, or an active volcano erupt.

The type and severity of the eruption depends on the energy put into the spell and the
volcano itself. A successful Geology (Vulcanology) skill roll or use of the Seek Earth spell
will allow the mage to predict what sort of eruption this spell will produce and in which
direction the fallout from the eruption is likely to go.

In order to cast this spell, the mage must stand on solid ground somewhere on or near
the volcano's crater. Long distance modifiers are reduced by a factor of 10 when casting
this spell, but unless the mage is very skilled or is willing to trade energy for skill, he is
likely to be uncomfortably close to the volcano when it erupts.
Note that even a small eruption can produce stone falls or ash falls that spread for miles.
Huge eruptions can devastate an area hundreds of miles square, create tidal waves, and
can even change global climatic conditions.

Normally this spell is only cast as a ritual spell by large circles of wizards with lots of time
and energy to spend. It's either a "doomsday" spell or a form of (literal) "scorched-earth"
warfare, since a volcanic eruption can devastate a region just as effectively as an
invasion or terror raid.

On a smaller scale, a mage can use this spell to make a volcano created with the Volcano
spell erupt. When this spell is cast on the volcano, it will produce dust and ash equivalent
to the Rain of Ash spell in an area 3 times the area occupied by the volcano itself. For
example, if a volcano is 12 hexes wide, the Rain of Ash spell would have a radius of 36
hexes.

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For increased cost, the mage can create an eruption with effects like the Lava Flow
and/or Rain of Stones spells in addition to the Rain of Ash effects.

The radius of the Rain of Stones spell is equal to twice the radius of the volcano. The
Lava Flow can up to 50 hexes long and 5 hexes wide.

Duration: 1 eruption (or a series of minor eruptions over a period of about 1 day).

Cost: 25 points for Rain of Ash from a volcano created with the Volcano spell. Add 50
points each for the Lava Flow and Rain of Stones spells. Can't be maintained.
2,500 points to activate a dormant volcano. 500 points for a small eruption (minor
lava
flows, minor ash clouds, affecting an area only a few miles square), 2,500 points for a
moderate eruption (lava flows about a mile long, rains of ash and stones within a 20 mile
area downwind), 10,000 points or more for major eruptions with cataclysmic local effects
(e.g., Mt. Vesuvius, Mt. St. Helens). 50,000 points or more for huge explosions with
devastating effects on a regional level, which produce global climate change (e.g.
Krakatoa, Thera).

Time to Cast: 1 second per point of energy put into the spell to affect a magically created
Volcano. 1 hour per point of energy to affect a natural volcano.

Prerequisites: Magery 3, Rain of Ash, Rain of Stones, Lava Flow


Item: Any Object. Will cause dormant volcanoes to become active and will make active
volcanoes erupt as long as the object remains on the slope of the volcano. Such items
are extremely rare, if they exist at all, and are highly prized. Wars are fought over such
items. Energy Cost to Create: 100,000 points or more, plus at least $1,500,000 in
equipment and supplies.

Vibrations Regular, resisted by DX

This spell allows the mage to tap the ground in one location and cause a shock wave in
another location!

In order to cast the spell, the mage must strike or tap the ground with his hand, foot or
staff. If he makes his skill roll (minus any long distance modifiers) the earth in the target
hex will violently rock as if struck by a powerful earthquake. Anyone in the target hex
must make a DX roll or fall. If the target is a multi-hex creature, it gets +2 to DX for every
hex that is outside of the target area.

Even if the target keeps his feet, he is at -2 skill to hit with any melee or weapon and he
loses an accumulated Aim bonuses. In addition, he must roll vs. Will or lose his
Concentration. If the victim was climbing or performing some other delicate task, he must
make a skill roll at -4 in order to avoid catastrophe.

Duration: 1 second

Cost: 2 per hex, can't be maintained.


Time to Cast: 2 Seconds.


Prerequisites: Shape Earth, Earthquake Item: Staff, Wand or Jewelry. Energy Cost to
Create: 350 points.

Author: Adapted from Greg Littmann

Wall of Earth Area

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Creates 6-foot high bank of packed earth, 6 feet at the bottom, sloping to about 2 feet
thick at the top. (PD 1, DR 2, HP 50 to breach)

Duration: 10 minutes.

Base Cost: 4 per hex. Each doubling of energy doubles the height, base thickness, and
HP of the wall. The wall can be made permanent for 10 times the base cost.

Time to Cast: 10 seconds


Prerequisite: Create Earth, Shape Earth


Item: Staff, Wand or Jewelry. Energy Cost to Create: 600 points. Usable only by a mage.

Wall of Stone Area

Creates 8-foot high, 6-inch thick wall of stone (PD 2, DR 8, 90 HP), in the hex of the
caster's choice. The wall is solid and smooth surface and can have stone spikes or
crenellations on the top, if the caster chooses.

Duration: 10 minutes
Base Cost: 6 per hex.
Each doubling of energy doubles the height, base thickness, and
HP of the wall. For 1 extra point per hex, the wall can have a fine finish or simple
decoration. For 2 extra points per hex, the wall can be highly finished, decorated or
carved. The wall can be made permanent for 10 times the base cost.

Time to Cast: 10 seconds


Prerequisite: Magery, Wall of Earth

Item: Staff, Wand or Jewelry. Energy Cost to Create: 800 points. Usable only by a mage.

Water to Earth Area, resisted by DX

This spell transforms an area of water or other liquid into solid earth.

People in the area affected by this spell must roll vs. DX to get out. Trapped people must
roll vs. ST to break lose as per the Sinkhole spell.

For double cost, this spell can create valuable earth or normal stone just like the Create
Earth spell. Double costs again to create valuable stone.

Muddy areas can be turned into solid earth for half normal cost.

This is also a Water spell.


Duration: Permanent

Base Cost: 3 per hex


Prerequisites: Destroy Water, 3 Earth spells


Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Weaken Stone Regular or Area, resisted by HT

This spell weakens stone so that blows do much more damage to it.

Any stone with this spell cast on it has 1/2 its normal PD and DR and any crushing blows
do five times normal damage.

If this spell is cast on a living creature made of stone (such as an earth elemental or

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similar mineral-based life form), PD and DR are not affected, but the creature takes 3d
damage from any crushing blow unless it makes a Resistance Roll vs. HT.

Duration: 1 minute
Cost: 1 point per 100 lbs. or hex of material affected (minimum 3 points), 4 points to cast
on a living creature, regardless of weight, same to maintain.

Time to Cast: 5 seconds


Prerequisite: Magery 2, Earth to Water


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points (b) Stone working
tool. Casts this spell on any stone it strikes. Energy Cost to Create: 500 points.

Subcollege of Metal Spells


If the GM wishes, he can make Metal spells a sub-college of Earth spells, with the basic
spell of the college being Seek Metal. In this case, he should include the appropriate
spells from the Technology (Metal) subcollege.

In Oriental magic, the College of Earth magic is renamed the College of Metal magic, and
Metal spells are combined with Earth spells. In a high tech magic campaign, Metal spells
are combined with plastic spells to form their own college.

Metal Spells from GURPS Grimoire


Body of Metal

Earth to Air

Earth to Stone
Flesh to Stone

Identify Metal

Metal Vision

Seek Metal

Shape Metal

Stone to Earth

Stone to Flesh

Metal Spells from the Codex Arcanum


Ball and Chain - Illusion & Creation
Caltrops - Illusion & Creation

Fragmentation Armor - Force


Iron Hand - Body Control


Ironwood - Plant

Steelbite - Making & Breaking


Trap - Illusion & Creation

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Anneal Regular, resisted by IQ

This spell removes the temper from metal as if it had been annealed. This makes metal
easier to work (+1 to skills and abilities which relate to bending or shaping metal), but
ruins items that need to be hard.

Any metal weapon or firearm affected with this spell is reduced in quality (Reliability for
firearms) by one level. Edged weapons are reduced by two levels of quality.

Metal armor with a PD of 3 or more and a DR of 4 or more has PD reduced by 1 and DR


reduced by 1 (or 10%, whichever is more). Note that this only applies to solid metal
armor, high tech composite armor is not affected by this spell.

This is also a Making and Breaking spell.


Duration: Permanent

Cost: 1 point per pound of metal to be affected.


Time to Cast: 3 seconds


Prerequisite: Seek Metal


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Forge, kiln or
other item for heating metal. Any metal placed on (or in) the device has this spell cast on
it. Energy Cost to Create: 20 points per pound of metal affected.

Bullet Missile

This spell creates a spherical metal ball that the caster can hurl at remarkable speeds.
The missile has SS 13, Acc +3, 1/2D 40, Max 80. It is hurled with the Spell Throwing
(Bullet) skill.

Cost: 1 to 3 (cost depends on the number of dice of damage, each point of energy
causes 1d+1 damage. Maximum 3d+3 damage.)

Time to Cast: 2 seconds for each point of energy used.


Prerequisites: Magery, Stone Missile


Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Cage Missile

This spell creates a small metal cube in the mage's hand. When the cube is thrown, it will
form a hexagonal cage in the hex that it hits.

The mage rolls vs. his Throwing skill, to hit a particular target and trap it in the cage. The
missile has the same statistics as a thrown rock: SS 12, Acc 0, 1/2D STx2, Max ST x31/2.
The cage will expand in the hex where it hits, bystanders and loose objects will be
pushed out of the way by the expanding cage and only one being will be trapped by the
spell, unless the target is actually carrying (or being carried by) someone else. If the
throw misses, there is a chance that the spell will hit someone else. Use the rules for
ranged attacks starting on p. B117.

If no one is in the hex where the cube hits, the cage does not expand and the spell ends.
The cage will not expand in any area where there is no room for it (a low tunnel, in a
narrow alley, etc.).

All six sides of the cage are made of high-grade steel and are resistant to magic (-2 to
any spell cast on the bars). The cage has no door and no lock; the mage can only free

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victims by ending the spell. The bars have ST 100 in Contests of ST to bend them apart.
They have PD 5, DR20, HT50 and each bar has 20 HP before it is cut through. People
trapped in the cage must cut through at least two bars (4 cuts in all) in order to escape. If
they wish to cut the bars and then bend them up, a cut bar has ST 75. People from
outside the cage can assist in escape efforts, but the layout of the bars is such that only
one person whether inside or outside of the cage can make an attempt to bend or cut the
bars in a given area.

The cage will last for 1 minute after the spell is triggered. The missile must be thrown
within 3 seconds after it is created or the spell automatically ends.

This is also an Illusion and Creation spell.


Duration: Instantaneous (must be thrown within 3 seconds, cage lasts for 1 minute)

Cost: 3 points, 1 to maintain the cage once created.


Time to Cast: 2 seconds

Prerequisite: Magery, Bullet, Create Item


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Cube of metal.
Activates when any mobile object moves into the hex where it is placed, casting this spell
and striking on a roll of 12 or less. Energy Cost to Create: 350 points. (c) Nykor's Instant
Cage. GURPS Magic Items 2 p. 96-97 Energy Cost to Create: 400 points.
Author: Adapted from GURPS Magic Items 2.

Cloth to Iron Regular, resisted by Will

When cast, this spell turns the victim's clothes into iron. This temporarily triples the PD
and DR of any normal clothing (minimum of PD 1, DR 3, maximum PD 4, DR 24), but
multiplies the weight of any clothing by 10, and effectively traps the victim if he is wearing
heavy or tight-fitting clothes. The GM may allow a subject wearing very light or loose
clothing to roll vs. ST to move normally. Otherwise, the victim is effectively immobilized for
the duration of the spell. If the subject can move, his Move and DX will be reduced by the
increased encumbrance.

This spell has no effect on metal armor, or items carried in the hands or on the body, such
as weapons or backpacks. Leather or cloth armor is affected by this spell, as are shoes,
boots, hats, belts, and so on.

Duration: 1 minute
Base Cost: 3, 2 to maintain

Prerequisite: Earth to Metal


Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Demagnetize Regular, resisted by Complexity

Causes a piece of metal or other magnetic material to lose any magnetic charge it might
have had. This will destroy magnets, electromagnets, and electronic media like computer
disks.
If this spell is cast on a high tech device or computer system, the item is allowed a
Resistance Roll equal to its Complexity.

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This is also an Electricity spell and a Technology (Power) spell.

Duration: Permanent

Base Cost: 1 for a small item. 2 per pound of material affected


Time to Cast: 3 seconds


Prerequisite: Magery, Shape
Earth

Item: Staff, Wand or Jewelry. Energy Cost to Create: 200 points. Usable only by a mage.

Detect Metal Information

This spell allow the mage to know the location and general type of any metal item within 3
hexes of the mage, as long as it is not completely encased in another metal object, or
isn't buried more than 3 feet deep.

If the metal has been refined or turned into an object, the mage will know this, as well as
the general type of object.

If the mage wishes he can exclude items of a given sort of metal or type when he casts
the spell.

This spell gives +10 to the mage's Holdout skill if he is trying to observe or find hidden
metal objects on a person's body. It can also be used to find metal objects hidden
underground. If the mage is attempting to find buried metal items, this spell allows him to
find an item buried in the hex if he makes a successful IQ roll. If a high tech mage uses
this spell to lift mines, it gives him +4 to his effective Demolitions, Explosive Ordinance
Disposal, or Engineer (Combat) skill roll.

This is a also a Knowledge spell.

Duration: 1 minute
Cost: 4 points, 3 to maintain.

Time to Cast: 10 seconds


Prerequisite: Magery, Seek Metal


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or
Jewelry. Works for wearer only. Energy Cost to Create: 300 points. (c) Staff with a plate-
shaped foot. Allows the holder to detect buried metal items within a hex where it is held.
Energy Cost to Create: 300 points. (d) Wand, gate, or similar frame. When the wand is
waved over a subject, or the subject walks through the gate, the user will know what
metal items the subject is carrying. Energy Cost to Create: 300 points.

Flesh to Metal (VH) Regular, resisted by HT

Turns living creatures into unliving metal. The metal will be whatever the most common
ore or metal type in the area is, iron/nickel is the default. Pure, refined metal costs double.
Alloys or semi-precious metals cost four times, and precious metals cost 20 times the
energy cost. In other respects, this spell is identical to Flesh to Stone.
Metal to Flesh or Stone to Flesh will turn victims back into unliving flesh.

Duration: Permanent

increased for precious or refined metals as described above.
Cost: 8 points. Costs are

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Time to Cast: 3 seconds
Prerequisites: Magery 2, Flesh to Stone
Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points.
Author: Adapted from GURPS Magic Items 1

Ghost Fist Regular

This spell makes the subject's hands insubstantial to metal up to DR7. Thus, the subject
could do normal punching damage to someone wearing heavy plate armor. The subject
can also put his hands through the door of a safe or the bars of a cage, provided the
metal was less than 1" thick and/or has a DR7 or less.

The wearer's fists won't pass through enchanted metal (including magical armor). Only
metal is insubstantial to the wearer's hands, and only the hands can pass through metal;
nothing the subject carries in his hands will go through unless it can be completely
enclosed in a fist.

One disadvantage of this spell is that the wearer can't hold metal objects (such as swords
or coins) or wear rings unless they are covered in leather, cloth or some other non-metal
material or they are enchanted.

For double cost, the amount of DR that can be penetrated is doubled.


Duration: 1 minute
Cost: 3 points, 2 to maintain.

Time to Cast: 3 seconds


Prerequisite: Steelwraith

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Ghost-Fist
Bracers. GURPS Magic Items 2, p. 118. Energy Cost to Create: 450 points

Author: Adapted from GURPS Magic Items 2.

Gild Regular or Area, resisted by IQ

This spell allows the mage to apply a thin coating of the precious or semi-precious metal
of his choice to any non-living object.

While this spell is mostly used for decorative purposes, it does have practical uses.
Gilding can be used to "mirror" polished, clear glass. At the mage's option, this will either
make the surface reflective (blocking vision and reflecting light) or semi-reflective. In the
latter case, anyone looking through the glass gets +4 to DX or Vision rolls to deal with the
effects of bright light. If cast on a pair of glasses, this gives the subject the same benefits
as the Sunglasses spell (q.v.).

Another use of this spell is to coat plate armor, weapons, or walls. This makes these
items effective against supernatural creatures who are vulnerable to certain types of
metal. If this spell is used to plate walls, it can block passage of some otherwise
Insubstantial creatures.

If this spell is cast on a weapon, the weapon will do 1 point of extra damage to vulnerable
creatures when it hits. If the target is otherwise immune to the effects of the weapon, it will
do 1 point per die of basic damage because of the plating. However, if the weapon
encounters any armor (any clothing or armor with a DR of 1 or more) or is parried, the

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user must roll vs. DX or the coating is stripped off the weapon and it does no extra
damage.

If this spell is used to apply lead coating to a surface, it won't completely block scrying
abilities or spells that are affected by lead. However, all Vision or spell skill rolls to see
through the plated area are at -4. The lead plating is too thin to provide a PF vs. radiation.
This spell can't be used to make rough surfaces reflective unless they were smooth and
polished before the spell is cast. It will make non-metallic items appear to be metallic, and
it can be used to temporarily restore missing or damaged gilding applied by normal
means.

The coating of material is extremely thin, so the value of any precious metal in the gilding
is negligible. At best, the value of a gilded object is increased by 10%. Anyone who
inspects or handles the object can roll vs. Merchant or Jeweler skill to realize this. Gilding
will also rapidly wear off any item or area that is subjected to hard use. It is up to the GM
to determine how fast this happens.

If this spell is used offensively, the target gets a roll vs. IQ to resist.

This is also a Making an Illusion and Creation spell.


Duration: 1 hour.

Cost: 1 to gild a small object (up to 5 lbs.), 2 to gild a larger object that takes up to 1 hex.
If cast as an Area spell, the Base Cost is 2 per hex. Half cost to maintain.

Prerequisite: Create Metal or Create Material.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or
Jewelry. Works for Wearer Only. Some versions are Always On. Energy Cost to Create:
200 points. (c) This spell can be made permanent on an object for 10 times the base cost.

Golden Touch Regular, resisted by IQ

This spell turns metal weapons that touch the mage, his armor, or his shield into gold,
making them extremely soft and heavy.

The mass of the weapon doubles, increasing the minimum ST to use the weapon by
50%, and reducing the weapon to Cheap quality.

Since gold is softer than metal, cutting and impaling damage is reduced by -1 per die.
Crushing damage is unchanged. (The malleability of the metal is made up for by the extra
mass.) Objects affected by this spell can't be made permanent.

After the spell ends, the weapon turns back to steel, keeping its modified shape. The
owner must roll vs. his weapon skill, at -1 for every basic point of damage the weapon did
since the spell was cast. For every 2 points by which the skill roll is failed, the quality of
the weapon is reduced by one level. If the weapon is reduced below Cheap quality it is
ruined because it is too dulled and twisted to be useable.

People who aren't used to this spell must roll vs. IQ to realize that a golden weapon is
nearly useless. Greedy characters must roll vs. Will or be mentally stunned for 1d turns
while they debate what to do with the useless, but highly valuable weapon.
A Similar spell exists for turning weapons into lead, but it doesn't have the same
effects
on greedy characters.

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Duration: 1 minute
Cost: 3 points, can't be maintained.

Prerequisite: Magery 2, Transmute Metal.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points (b) Clothing or
Jewelry. Works for wearer only. Energy Cost to Create: 350 points, (c) Weapon or Shield.
Will cast this spell on any weapon that strikes it. Energy Cost to Create: 350 points.

Improve Metal Regular

This spell improves the quality of metal. Iron can be turned into mild steel, mild steel can
be turned into a special purpose alloy. Other metals can be combined to create alloys.
Precious metals can be made more pure only by removing any base metals they have
been alloyed with. This will reduce the total weight of metal proportionately.

Duration: Permanent

Base Cost: 3 per lb. of material to be improved. (minimum 3 points)


Time to Cast: 1 minute


Prerequisite: Magery, Refine


Item: Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a mage.

Iron Fist Regular, resisted by HT

Turns the caster's hands and forearms into solid iron. This gives the caster's arms and
hands PD 3, DR 12, and are immune to fire, cold, and electricity damage. The caster can
use his hands to parry missiles, parry blows, and smother small fires. Iron fists also do +1
per die damage with bare hand attacks.

Duration: 1 minute
Cost: 5, same to maintain

Time to Cast: 10 seconds


Prerequisites: Magery 2, Hands of Clay, Iron Arm


Item: Bracers or Gauntlets. Works for wearer only. Always on. Energy Cost to Create:
500 points.

Iron Leaves Regular

This spell turns ordinary leaves or other small pieces of wood or vegetable matter into
sharp, balanced, pieces of metal, which can be thrown, like darts or throwing stars. The
leaves have SS 12, Acc 1, 1/2D: ST, Max: ST x 2and do Thrust-2 Cutting damage. Once
they hit something solid, the leaves vanish.

Duration: 10 seconds or until thrown.


Base Cost: 1 per leaf created


Prerequisite: Earth to Metal


Item: Jewelry or Clothing. Energy Cost to Create: 400 points.

Iron Mask Regular, resisted by Will

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This spell creates a full-faced iron helmet on the subject's head. At the caster's whim it
can be a normal great helm (PD 2, DR 3) or it can be faceless (same PD and DR but the
subject is effectively blinded). It is also up to the caster whether the mask can be removed
or not. If the subject is unwilling they get a roll vs. Will to resist the spell.

Duration: 1 minute.

Base Cost: 3, 1 to maintain.


Prerequisite: Create Metal.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Clothing or
Jewelry. Works for wearer Only. Activated by a command word. Energy Cost to Create:
100 points for the "cursed" (faceless, unremovable) version or 300 points for the useful
version. Some variants of this item are hexed or are always on. Other variants
permanently switch to the cursed version after 2d uses.

Iron Rope Regular

This spell turns an ordinary rope or twine into a flexible iron cable. This triples the DR and
Hit Points of the rope and allows it to bear 5 times its normal load. Similar spells exist
which turn rope into bronze or copper (double DR and HP) or steel (quadruple DR and
HP).

Duration: 1 minute
Cost: 2 for a spool of twine, 3 per 100' of rope, same to maintain. For 1 point base and
maintenance cost, bronze or copper can be created. For 1 point more base and
maintenance, steel can be created.

Prerequisites: Magery, Shape Metal.


Item: Staff, Wand or Jewelry. Energy Cost
to Create: 350 points.

Iron Weapon Regular

This spell makes stone or wooden weapon more durable, as if they were made of iron
(DR 3, 20 HP for a 1" iron pole). Wooden or stone tipped thrusting weapons will have
their damage increased by +1 for the duration of the spell. Weight is not increased.

This spell is of the most benefit to mages from primitive cultures.


Duration: 1 minute
Base Cost: 2 for a single hand weapon or 5 arrows.

Prerequisite: Create Earth


Item: Staff, Wand or Jewelry. Energy Cost to Create: 300 points.

Lock Block Regular

This spell makes a lock "grow" a metal plate over its keyhole that can only be pushed
aside by those specified by the mage when the spell is cast.

A lock with a Lockblock on it can't be picked by normal means, though the spell can be
defeated with magic.
This is also a Making
and Breaking spell.

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Duration: 1 day

Cost: 3 points, 2 to maintain.


Time to Cast: 10 seconds


Prerequisite: Magery, Shape Metal, Locksmith


Item: (a) Staff, Wand or Jewelry. Energy Cost to
Create: 350 points (b) Lockblock
GURPS Magic Items 2, p. 96. Energy Cost to Create: 150 points. (c) This spell can be
made permanent on any lock for 50 times the base cost.
Author: Adapted from GURPS Magic Items 2

Magnetize Regular, Resisted by Special

This Causes a piece of metal to become magnetically charged, causing ferrous items to
stick to it and destroying any magnetic media placed next to it. At high levels, this spell
could be a serious inconvenience to anyone using metal weapons and/or wearing metal
armor.

If this spell is cast offensively, the subject is allowed a roll vs. ST to resist. See the
Casting Costs for details. If this spell is cast offensively against a computer system or
high tech device, the device gets a Resistance Roll equal to its Complexity to resist the
spell.

This is also an Electricity spell and a Technology (Power) spell.

Duration: 1 minute
Base Cost: 1 per pound of metal affected to be able to attract items up to 1 lb. 2 per
pound of metal to attract items up to 10 lbs. (a ST+4 roll is required to remove items stuck
to the metal at this level.). 3 per lb. for objects up to 100 lbs. (a ST roll is required to
remove items stuck to the metal at this level, characters using metal weapons and/or
metal armor are at -1 DX and -1 to Move.), 6 for items up to 1000 lbs. (a ST-6 roll is
required to remove items stuck to the metal and characters using metal weapons and/or
metal armor are at -3 DX and -2 to Move.), and so on. Half Base Cost to maintain

Time to Cast: 3 seconds


Prerequisite: Demagnetize
Item: Staff, Wand or Jewelry.
Mage Only. Energy Cost to Create: 200 points.

Metal Storm Area, Resisted by Special

Lets the caster create a raging circular storm of sharp bits of metal with an "eye" of calm
in the middle. The eye can be up to half the radius of the storm, or smaller if the mage
wishes. By concentrating the caster can move the storm any distance up to its own
diameter per turn, moving the eye with it. The caster may move up to 3 hexes per turn
while concentrating on the spell.

Anyone inside a full-strength metal storm must roll vs. ST each turn to avoid being
knocked over. All DX. based skills are at -5 and ranged weapon attacks will succeed only
on a critical hit. In addition, everyone in the metal storm must roll vs. HT when they first
enter the storm or be blinded. Finally, the storm will do 1d-2 points of damage per turn to
all those inside it. Full armor, unless it is completely sealed and has a DR of 3 or more

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only protects with half its DR. Partial armor will give proportionally less protection against
the flying debris.

Duration: 1 minute after reaching full strength


Base Cost: 2, half to maintain


Time to Cast: The storm starts immediately, but the caster must concentrate for a
number of seconds equal to the storm's radius in hexes to bring the storm to full strength.

Prerequisite: Magery 2, Shape Air, Create Stone


Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,200 points. Usable only by a
mage.

Metal Ward Blocking or Regular

Metal Ward causes all metal objects to bend and break when touching the caster unless
they roll to avoid Breakage. Crowbars bend like aluminum foil and bullets splash off the
mage's body.

of the spell, the caster gains PD 3, DR 5 against metal, and any damage
For the duration
from metal weapons which penetrates this DR is halved because the metal is softened.

Any metal melee weapon that strike the mage must roll vs. Breakage as if it had parried a
weapon three times its own weight. Weapons that fail to resist are broken or bent beyond
repair.

Note that weapons made of wood, stone, or ceramic material are unaffected by this spell.

This is also a Protection and Warning spell.


Duration: 1 second (as blocking spell), 10 seconds (if cast as a Regular spell.)

Cost: 3 (if cast as a blocking spell), 4 to cast, 3 to maintain (if cast as a Regular spell).

Prerequisite: Magery 2, Destroy Earth, Steelwraith, Rust


Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost
to Create: 750 points. (b)
Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points.

Author: Adapted from J.C. Connors (GURPS Mummy)

Needle Spray Missile

This spell allows the mage to create one or more extremely sharp needles that shoot from
his fingertips.

Each needle has SS 12, Acc 3, 1/2D 50, Max 100 and does 1d+1 Impaling damage. The
missiles are targeted with Spell Throwing (Needle Spray) skill.

Multiple missiles can be created at once, but they must all be thrown at the same target,
and each additional missile after the first is at a cumulative -2 to hit.

Duration: Instantaneous

Cost: 2 points, plus 1 point for each additional missile created after the first.

Time to Cast: 1 second per point of energy used.


Prerequisites: Throwing Knife, Bullet, or Leaves of Iron.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or
Jewelry. Works for wearer only. Energy Cost to Create: 450 points.

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Pillar of Iron Area

This spell creates an 8-foot high, 12-inch diameter pillar of solid iron (PD 2, DR 8, 600
HP), in the hex of the caster's choice. The pillar can be used as a brace. Strong
characters might be able to use the pillar as a battering ram or "steamroller." The main
limitation to the pillar's offensive use is its weight - approximately 3,000 lbs.

Duration: 1 minute
Base Cost: 6 per hex

Time to Cast: 10 seconds


Prerequisite: Magery, Create Earth


Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Quintessence of Metal/TL Regular, resisted by Will

This spell gives any metal object the qualities of one metal while still maintaining certain
properties of the original metal. For example, a suit of gold armor could be made to have
the strength, durability and (relative) lightness of alloy steel while retaining the
appearance, luster, and corrosion-resistance of gold.

Likewise, unfavorable qualities can be given to metal objects. For example, a steel sword
could be given the malleability of lead (making it into a cheap club only capable of doing
crushing damage) or it could be given the melting point of mercury, making it melt in its
user's hand!

The mage can specify any property that he is aware of for any metal he is personally
familiar with. The mage can't make a metal take on all the properties of another metal
(since that would be a complete transmutation) and the GM can veto obviously
unbalancing choices. For example, the GM is well within his rights to forbid a mage in a
medieval fantasy game from giving a block of lead the explosive qualities of sodium or
potassium, since sodium or potassium weren't known in their pure form until after TL3,
and the ability to make lead explosive would be unbalancing at any TL.

If there is any question as to whether the mage is familiar with a metal or its properties,
the GM can require the mage to roll vs. his Metallurgy or Chemistry skill. As a rule, the
physical and chemical properties of various metals weren't discovered until TL5.

If cast on an item held, worn or used by another person, the owner is allowed a roll vs.
Will to prevent the change from occurring.

Duration: 1 minute
Cost: 3 per quality granted, half to maintain. Double cost for rare or dangerous qualities.

Time to Cast: 3 seconds


Prerequisites: Magery 2, Shape Metal, Create Metal.


Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points, (b) Any
item. This spell can be made permanent for 50 times the base cost.

Refine Metal Regular

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This spell refines pure ore from metal oxides or raw ore. Note that it can take hundreds of
pounds of raw ore to get even an ounce of some rare materials.

Duration: Permanent

Base Cost: 1/10 per lb. of material to be refined (minimum 1 point).


Time to Cast: 1 minute per point of energy used.


Prerequisite: Rust.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,000 points.

Resist Metal Regular

This spell protects the subject from harm caused by metal, including metal weapons,
bullets, shrapnel and the like.

The spell will also protect the character from shifting or falling metal, such as falling safes,
or vehicle collisions. Note that while this spell protects against harm from falling or moving
metal, it does not protect the character from being trapped or suffocated, or from hot or
cold metal.

In other respects, this spell is like the Resist Earth spell.


Duration: 1 minute.

Cost: 6 to cast, 3 to maintain. Double cost to resist magic weapons, hyperdense


materials, or huge masses of metal such as falling girders or cars. Triple cost to resist
falling skyscrapers or orbital space stations.

Prerequisites: Magery 2, Resist Stone, Steelwraith.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 5,000 points. (b) Clothing or
Jewelry. Works for Wearer Only. Energy Cost to Create: 2,500 points.

Author: Adapted from Anthony Jackson.

Rust Regular, resisted by Special

This spell rusts or corrodes reactive metals. This will damage or destroy most metal
objects. The mage must touch the target in order to affect it. Magic items and items being
worn or held get a saving throw either with the item's HT or the IQ of the person wearing
or using the item, whichever is better.

For every 3 seconds the spell is maintained on armor the PD and DR of the armor are
permanently reduced by 1. When PD 0 and DR 0 are reached, the armor falls apart.
(Chain mail doesn't fall apart until PD and DR for swing damage reaches 0.) Note that
only one piece of armor can be attacked at a time, but if the breastplate or backplate falls
apart, the whole torso is exposed! It takes 1d minutes to strap the good half of the torso
armor back on.

If cast on firearms, every 3 seconds that this spell is maintained will lower the Malf
number of a weapon by one level (Ver. becomes Crit. Crit. becomes 17) and lowers the
Quality of the weapon by one level.

Maintaining the spell for three seconds on a metal melee weapon will reduce its quality by
one level. For metal items such as buckles, pans, etc. 3-second intervals are
recommended for determining deterioration, but the GM's ruling is final.

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If this spell is cast on a vehicle, every three seconds that this spell is maintained does 1
point of damage to the vehicle's structure and increases the Breakdown number by 1.
Each increase in the Breakdown number requires one period of maintenance to repair.
For example, if the Breakdown number of car is reduced by two, a mechanic must spend
two periods of maintenance to bring the vehicle back up to its normal level of reliability.
Damage to the structure of the vehicle must be repaired separately.

If this spell is cast on a piece of metal machinery, this spell does 1 point of damage to the
object's structure. In addition, when the item is used, the GM must roll 3d. On a roll of 6 or
less, the item malfunctions in some way and must be repaired. Each additional 3 seconds
that this spell is maintained increases this roll by 1 point, to a maximum level of 12, at
which point the item seizes up or fails and can no longer be used.

Note that this spell won't normally affect "noble" metals such as gold or platinum, and
non-ferrous metals (such as silver or copper) will corrode at 1/10 the normal rate.
However, for double cost even noble metals and non-ferrous metals can be corroded at
the normal rate.

This spell cancels and is cancelled by spells such as Repair, Restore, Polish or Sharpen.
This is also a Making and Breaking spell.

Duration: 3 seconds.

Base Cost: 2 per 10 lbs. of material to be rusted, same to maintain. For double cost
noble and non-ferrous metals can be corroded.

Prerequisite: Magery, Ruin, Stone to Earth.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Clothing or
Jewelry. Works for wearer only. Always on. Usually Hexed. Energy Cost to Create: 300
points.

Author: Adapted from GURPS Magic Items 1.

Rusting Touch Blocking, resisted by Special

As the Rust spell, but any metal object that touches the subject's body is affected as if the
Rust spell had been cast on it. For example, a sword that strikes the mage's shield,
armor, or weapons would be affected as if the Rust spell had been cast on it, even if the
blow did no damage or was Blocked or Parried.

Items affected by this spell are allowed a resistance roll either with the item's HT or the IQ
of the person wearing or using the item, whichever is better.

This is also a Making and Breaking spell.


Duration: Instantaneous (effects last for 3 seconds).


Cost: 3, can't be maintained.


Prerequisite: Rust

Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Rustproof Regular

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Makes metals immune to rusting or corrosion for the duration of the spell. This spell
makes metal items immune to normal (but not magical) bases and acids for the duration
of the spell. This spell also cancels the effects of Rust or Ruin spells and similar effects.

Note that if this spell is used to cancel a rusting attack, the mage does not have to recast
the spell, but must immediately pay the maintenance cost for the spell if he wishes to
keep it up.

Duration: 1 day (or 1 attack).


Base Cost: 1 point per 10 lbs.
of metal, same to maintain.

Time to Cast: 10 seconds.


Prerequisite: Rust

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Any item can be
made permanently rustproof for 50 points per 10 pounds of material to be affected
(minimum of 25 points).

Sense Iron Information

This spell allows the subject to detect any iron within the 5 hexes.

He can tell approximately how much iron is present, how pure and how it has been
refined but nothing more. However, a successful Blacksmith, Metallurgy, Professional Skill
(Machinist), Mechanic or Armoury skill roll, or a roll vs. IQ might give the subject a good
guess.

This spell is commonly possessed by demons, faeries and other creatures that are
susceptible to iron weapons as innate magic.

Duration: 1 minute
Cost: 1 point, same to maintain. Each doubling of cost doubles the range at which iron
can be detected.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points (b) Clothing or
Jewelry. Works for wearer only. Energy Cost to Create: 100 points

Sense Silver Information

This spell allows the subject to detect any silver, or similar metal, within the 5 hexes.

He can tell approximately how much silver is present, how pure and how it has been
refined but nothing more. However, a successful Jeweler or Metallurgy skill roll, or a roll
vs. IQ might give the subject a good guess.

This spell is commonly possessed by demons, werewolves and other creatures that are
susceptible to silver weapons as innate magic.

Duration: 1 minute
Cost: 1 point, same to maintain. Each doubling of cost doubles the range at which iron
can be detected.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points (b) Clothing or
Jewelry. Works for wearer only. Energy Cost to Create: 100 points

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Shape Metal Regular, Resisted by Special

If this spell is cast on an object owned or carried by another, the owner gets a roll vs. IQ
or the object's HT, whichever is better.

Author: Lee Gold (GURPS Japan)

Silver Weapon Regular

This spell covers a melee weapon or round of ammunition with a thick coating of silver for
the duration of the spell. In all other respects, the weapon is unchanged. This allows
normal weapons to damage creatures that are only harmed by silver.

If the weapon leaves its user's hand, it will revert to its normal state after 10 seconds.

This spell can't be cast on energy weapons.


This is also a Earth (Metal) spell.

Duration: 1 minute.

Cost: 1 point for a small missile like a bullet or arrow, same to maintain. 2 points, plus 1
point per 2 lb. of material for a melee weapon, 2 to maintain.

Prerequisite: Gild.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Jewelry or
Gloves. Energy Cost to Create: 100 points. (c) Weapon. When a command word is
spoken, it will cast this spell on itself. Energy Cost to Create: 50 points.

Steeldart Missile

This spell creates a thin metal dart, that the mage can throw for impaling damage. The
missile has Acc +2, SS 10, 1/2D 80, Max 160 and an armor divisor of 2. It is thrown using
the Spell Throwing (Steeldart) spell.

Duration: Instantaneous.

Cost: 2-6 points. The missile does 1d (2) Impaling per 2 Fatigue point used.

Time to Cast: 1 second per 2 points used to cast the spell.


Prerequisite: Magery, Stone Missile.


Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.

Author: Adapted from Anthony Jackson.

Steelpass Blocking

This spell briefly makes the subject' body insubstantial to metal weapons. A single metal
weapon can be made to pass right through subject's body doing no damage. A metal-
tipped weapon like an arrow or a spear does half damage. Weapons made out of other
materials are unaffected. Metal items that the subject is wearing or carrying are not
affected by this spell.

Duration: Instantaneous

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Base Cost: 2, can't be maintained.
Prerequisite: Steelwraith

Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points.

Stone to Metal Regular

This spell turns rock to iron or similar non-precious metal. It can also be used to improves
the quality of metal by removing impurities or adding desirable characteristics. Iron can be
turned into mild steel, mild steel can be turned into a special purpose alloy. Gold and
other precious metals can be made more pure.

In the case of refined and precious metals, this spell works by removing impurities,
reducing the total mass of metal. If the material that the metal is alloyed with is also
valuable, it is separated out into a separate lump of material.

Duration: Permanent

Base Cost: 5 for any item up to 20 lbs. 10 points for any item up to one hex, plus 10
points for each hex thereafter

Time to Cast: 1 minute per point of energy used to cast the spell.

Prerequisite: Magery 2, Refine, Earth to Stone


Item: Staff, Wand or Jewelry. Energy Cost to Create:
1,000 points. Usable only by a
mage.

Temper Regular

This spell hardens metal as if it had been tempered or hardened by forging or case
hardening.

If cast on an edged iron, steel, or bronze weapon it improves the weapon's quality by one
level up to a maximum of Fine. If cast on metal armor or shields it improves DR by 1 or
10% whichever is more. The PD of plate or scale metal armor (but not mail) or shields, is
increased by 1.

Note that unless the GM rules otherwise, there is no effect on high tech armor made of
metal or composites, since these armors are assumed to already benefit from high tech
tempering and hardening techniques.

This is also a Making and Breaking spell.


Duration: Permanent

Cost: 2 points per pound of metal to be affected.


Time to Cast: 10 seconds


Prerequisite: Anneal, Shape Metal


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Forge, kiln or
other item for heating metal. Any metal placed on (or in) the device has this spell cast on
it. Energy Cost to Create: 50 points per pound of metal affected.

Throwing Knife Missile

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This spell creates a throwing knife or any other hand-propelled missile weapon which is
mostly made out of metal, such as shuriken, darts or sling bullets (which can be thrown
as rocks) which weighs no more than 1 lb.

Once created, the mage must throw the weapon within 3 seconds or the weapon
vanishes. It vanishes instantly after any melee attack or Parry attempt, whether
successful or not.

The created weapon uses the appropriate Thrown Weapon skill and has normal statistics
for a weapon of its type.

After the weapon hits the target (or any other object), it vanishes.

For extra cost, the missile can be made of silver or any other metal with which the mage
is personally familiar.

Duration: Instantaneous (weapon vanishes in 3 seconds if not thrown, or instantly after


one melee strike or parry).

Cost: 2 points for each missile created (up to 3 maximum). For 1 point extra per weapon,
silver (or similar) weapons can be created.

Prerequisite: Magery, Stone Missile, Create Metal


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Clothing, Jewelry,
Pouch or Sheath. Works for wearer only. Energy Cost to Create: 500 points, or 350 points
if it only creates one type of weapon.

Transmute to Gold (VH) Regular, resisted by Special

For the duration of this spell, a metal object is turned into gold, silver or any other
precious metal with which the mage is personally familiar.

Metal objects turned to gold become twice as heavy and are less strong. HP is halved,
DR is reduced by 1/3 and PD is halved. Silver and copper items aren't as badly affected.
They become 50% heavier, their HP is reduced by 25%, their DR is reduced by 20% and
their PD is reduced by 25%.

If the owner of the object does not wish the transmutation to take place, he may roll vs. IQ
or the item's HT, whichever is better, to prevent the change.
This spell is very difficult to make permanent. It can be done,
but the energy cost to do so
makes it economically unfeasible.

Duration: 1 minute
Cost: 3 points per pound of material to be affected, half to maintain. Any item can be
permanently turned into gold for 500 times the base cost, plus $100,000 in ingredients,
supplies, and alchemical equipment.

Time to Cast: 10 seconds


Prerequisite: Magery 3, Transmute to Iron, Quintessence of Metal, 10 other Metal spells.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points (b) Clothing or
Jewelry. Works for wearer only. Energy Cost to Create: 1,250 points, (c) Philosopher's
Stone. Transmutes lead into gold when the stone is touched to it. Energy Cost to Create:
50,000, plus at least $1,000,000 in materials and extremely rare, difficult to obtain
ingredients.

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Transmute to Iron Regular, resisted by Special

This spell turns non-living organic materials (such as wood or leather) into iron. This will
greatly increase their weight and will triple their DR and Hit Points. Similar spells exist
which turn organic material into Bronze or Steel.

If the owner of the object does not wish the transmutation to take place, he may roll vs. IQ
or the item's HT, whichever is better, to prevent the change.

Duration: Permanent

Cost: 3 per 50 lbs. of material. Any item can be permanently turned into iron for 50 times
the base cost.

Time to Cast: 1 minute


Prerequisites: Magery 2,
Create Metal, 5 other Metal spells.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Turn Metal Regular

This spell makes metal objects swerve away from subject, he is at -5 to be hit with metal
or metal tipped weapons, or +2 to Dodge rolls to avoid things such as falling metal
objects, caltrops, metal spikes, and the like. It also keeps the subject from getting dirty
due to metal dust or rust.

A side effect of the spell is that the subject can't put on metal armor or pick up anything
made of metal while spell is in effect. It will skitter away as if pushed by a large magnet.
This repulsion effect also halves damage received from being knocked back, slammed or
falling onto metal surfaces. Metal on or held by subject when spell is cast is immune.

Duration: 1 minute
Base Cost: 4, 2 to maintain

Prerequisite: Turn Earth


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 800 points. (b) Clothing or
Jewelry. Works for wearer only. Energy Cost to Create: 800 points.

Wall of Iron Area

Creates 8' high, 3" thick wall of iron (PD 2, DR 8, 150 HP), in the hex of the caster's
choice. The wall has a smooth surface and can have spikes on the top, if the caster
chooses.

In other respects, this spell is like the Wall of Stone spell.


Duration: 1 minute
Base Cost: 5 per hex

Time to Cast: 10 seconds


Prerequisite: Magery 2, Wall of Stone


Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,200 points. Usable only by a
mage.

Wave of Swords Area

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This spell allows the mage to create a 10' high "wave" of magically-animated slashing
swords that flows away from him at a speed of up to Move 5. Like the other "wave" spells,
the hexes occupied by the spell must be contiguous and must move remain more or less
parallel (no more than 1 hex ahead or behind the main body of the wave) as they move
away from the mage. Also, although the mage can slow the wave (to a minimum Move of
1) he can not stop it, turn it more than 30 degrees from the direction in which the spell
was originally cast, or reverse its motion.

Like any other spell, the mage can choose which targets are affected when the spell is
cast. The wave will flow "around" those specified by the mage, doing them no damage.

The mage can also "extend" the wave by paying for extra hexes of effect. No skill roll is
needed to enlarge the wave in this manner. Likewise, the wave can be temporarily
contracted to fit through small openings. There is no point savings to temporarily contract
the wave. The mage can permanently contract the wave by Will

ing some of the hexes of effect to vanish. This has no effect on base cost, but reduces
subsequent maintenance costs.

Any subject caught in the wave takes 2d cutting damage per turn. Armor protects
normally. Subjects can make a resistance roll vs. HT to take half damage.

This is also a Force spell.


Duration: 5 seconds

Base Cost: 4 per hex, same to maintain. For double cost, the wave can do 4d per turn.

Prerequisite: Magery, Blade Barrier or Iron Leaves


Item: Staff, Wand or Jewelry. Energy Cost to Create: 800 points. Usable only by a mage.

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