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Fire Spells

patyrsun.tripod.com/spells/spells_fire.htm

A General Note on Fire Spells: Fire spells do not behave like normal fire or explosions.
They do not bypass armor like normal flame, double damage if they do contact damage,
etc. This is a game balance effect, intended to make these spells balance in effectiveness
with low-tech melee weapons and armor. Source: Sean Punch

Changes to Spells from GURPS Magic


Cold - Author: David Pulver (GURPS Technomancer)

Explosive Fireball - An Explosive Fireball is not a true explosion. It is a magical effect


that fills an area. It does full damage to anyone struck, 1d less to anyone in that hex or an
adjacent hex, and then tapers off at -1d/hex after that. All damage is assumed to be to
"general hit points," not to any one hit location (in this way, it is similar to a real explosion),
and the target's torso DR is assumed to protect (since it is what covers the largest
percentage of the body). Regardless of whether or not the Explosive Fireball hits a
character or his hex, the effect engulfs its full radius - there is no blast shadow behind the
victim. Unlike a real explosion, DR protects normally, whether it is sealed or not, and a
contact burst does do x2 damage. Source: Sean Punch

Essential Flame - Essential Fire (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 fire.

Flame Jet - A Flame Jet is just a "light saber" made of magical fire, not a true gout of
flame. There is neither fuel nor oxidizer being blown out in a jet - just a static blade of fire.
It can be targeted at specific parts of a target just like any other melee weapon, but does
not flow to engulf the target. If the vitals are targeted with a flame jet and the target takes
any damage (or exactly 0), he would have to make a HT roll or fall unconscious, just as
per a crushing blow.

If the flame jet intersects with a solid object, it will try to punch through. Roll damage,
subtract the object's DR and apply the damage to HP. Once HP equals 0, the Flame Jet
has poked a hole through and come out the other side. Until then, the Jet is simply
shortened to fit in the available space -- it does not fan out, turn aside or anything else.

It is not possible to Parry a flame jet, but it can be Blocked or Dodged. Source: Sean
Punch

Flaming Weapon and Flaming Missile - For 1 point extra wooden weapons can be
fireproofed if the mage also knows that spell.

Heat - This spell can be cast on an area such as a room to keep it warm, or on an object
to turn it into a "heater."
Item: (b) At TL6+, a machine
that requires or would benefit from a heating system.

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Magically keeps parts harm, replacing or supplementing heating elements. For devices
where a heating system is standard (e.g., cold weather gear), this reduces overall weights
by 5-15 percent or improves reliability. For automatic firearms and beam weapons, Malf
improves by one step in extremely cold conditions. Energy cost to create: 350 for most
machines, 500 for machines that require lots of heating (such as cold water pipes in a
cold environment).

Phantom Flame - This is also an Illusion and Creation spell.

Changes to Spells from GURPS Grimoire


Burning Death - For double cost undead can be affected.

Rain of Fire - For double cost this spell can be cast indoors.

Fire Spells in GURPS Magic


Breathe Fire (VH)

Cold
Create
Fire

Essential Fire

Explosive Fireball
Extinguish Fire

Fire Proof

Fireball

Flame Jet

Flaming Missiles

Flaming Weapon

Heat
Ignite
Fire

Phantom Flame

Resist Cold
Resist Fire

Shape Fire

Infravision - Light and Darkness spells.


Fire Spells in GURPS Grimoire


Body of Flames (VH)

Burning Death (VH)


Burning Touch

Fast Fire

Fire Cloud
Flameturning

Flaming Armor

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Rain of Fire
Seek Fire

Slow Fire
Smoke

Warmth

Fire Spells from the Codex Arcanum


Alter Heat Signature - Light & Darkness

Black Fire - Water (Ice)


Burning Light Jet - Light
& Darkness

Exploding Lava Ball - Earth


Exploding Missile - Making & Breaking


Fire to Ice - Water (Ice)


Heat Invisibility - Light & Darkness


Hot Pepper - Plant


Lava - Earth

Lava Ball - Earth


Lava Flow - Earth


Light Scalpel - Light & Darkness


Lightless Heat - Light & Darkness

Sun Blast* - Light & Darkness


Temperature Tolerance - Body Control


Water Fire - Water

Water Fireball - Water


Ashen Path (VH) Regular; resisted by IQ

When this spell is cast, the mage makes himself the center of a small, powerful area of
fire and destructive energy which burns and destroys flammable objects in his hex and
adjacent hexes. As the mage walks along, flammable objects burst into flames and then
crumble into dust. Objects worn or held by living creatures and intelligent plants get a
resistance roll to avoid the effects of the spell.
Larger objects take longer to destroy. Assume
that the spell's aura does 20 points of
damage per turn, bypassing PD and DR.

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

Prerequisites: Magery 2, Ruin, Essential Flame, Body of Flame, 10 Making and


Breaking or Fire spells.

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

Attract Flames Regular, resisted by IQ

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This spell draws flames towards the subject, as if the mage cast a Shape Fire spell with
the focus on the victim's current hex.

Unless the subject rolls vs. IQ, flames will be drawn towards his hex at a rate of 1 hex per
turn.

In addition, the victim is at +4 to be hit with flame spells, flame weapons, and other flame
attacks and he is at -2 to all vs. rolls (including Resistance Rolls) to avoid flames and fire
magic or to put out fires.

Finally, the subject takes +1 per die of flame damage.


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

Prerequisite: Magery, Flammable, Shape Flame.


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

Balefire (VH) Regular

Lets caster produce a blast of black colored balefire from one fist, as per Flame Jet (M
p.34).

is the essence of fire's ability to consume, and will cause damage to materials not
Balefire
normally affected by fire, such as steel and water.

Balefire radiates no heat and must touch an object in order to cause damage. Balefire will
not start secondary fires. It can only be extinguished by Dispel Magic or a Counterspell.
Non-living material hit by Balefire loses HT directly, ignoring DR. Armor hit by Balefire
loses 1 DR for every 2 damage points, leaving behind a weakened or useless armor
position.

Living things take normal damage, but only after the Balefire have burned through
clothes, armor, etc. Balefire does full damage on the first turn. It will adhere to a target
and continue to do 1/2 damage, round down, each turn until it has exhausted itself. PD
does not protect, but armor DR and Toughness does (until the Balefire burns through).

Duration: 1 second, burning may continue.


Base Cost: 1 to 3 points. Does 1d-1 damage
for each point put into it. The Balefire's
range in hexes is equal to the number of dice. Cannot be maintained.
Prerequisite: Magery 2, Essential Flame, Shape Fire

Item: Staff, Wand or Jewelry. Mage Only. Energy Cost


to Create: 1,000 points.

Author: D. Barrett

Bloodfire Regular

Covers the subject in a white fire that heals damage caused by any sort of fire.

The subject must make a Will roll for each hit restored, as the tissue regeneration is very
painful. A failed Will roll indicates that the subject has passed out for 1d turns, regaining
the hit for that roll, but no more. High Pain Threshold gives +3 to the Will roll.

This is also a Healing spell.


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Duration: 1 second per hit healed, or until subject is unconscious.
Base Cost: 1 to 3. Twice the amount is possibly restored to the subject.

Prerequisite: Magery 2, Essential Flame.


Item: Staff, Wand, Jewelry or Clothing. Energy Cost to Create: 1,500 points. Usable only
by a mage.

Author: D. Barrett

Boil Blood (VH) Regular, resisted by HT

Unless he makes a HT roll to resist, the victim's blood is boiled inside his body. This does
1d damage per turn, and the subject must roll vs. HT to resist the effects of Explosive
Decompression.

In addition, this spell causes extreme pain. The victim is at -4 to all skills and attributes
and he must make a Will roll to avoid crying out in pain.
This spell is also a Water (Steam) spell.

Duration: 5 seconds

Cost: 8, same to maintain


Time to Cast: 3 seconds


Prerequisite: Magery 2, Body
of Flames, Body of Water.

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

Brighten Fire Regular, Area

Causes the light from a fire to become as bright as daylight and doubles the fire's normal
area of illumination. This does not affect either fuel consumption or damage caused by
the fire.

a Light and Darkness spell.
This is also

Duration: 1 hour
Cost: 2 to cast, 1 to maintain for a small fire (such as a torch or candle). Base Cost: 3 to
cast, 1 to maintain if cast as an area spell.
Prerequisite: Light, Brilliant Flames

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Hearth, brazier,
or other item used to contain fire. Any fire kindled in the item has this spell cast on it.
Energy Cost to Create: 50 times base cost.

Author: Adapted from Keith Bisset (Revenant)


Brilliant Flames Regular, Area, Resisted by IQ

This spell makes flames burn brightly and colorfully with lots of sparks and popping. This
makes the fire 50% brighter than normal. The flames are very pretty. People who have
never seen this spell before must roll vs. IQ (at +4 if they are in combat or a similar
stressful situation) or be distracted by the flames for 1 turn.

This is also a Light and Darkness spell.

Duration: 1 hour

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Cost: 1 for a small flame, same to maintain. If cast as an Area spell, Base Cost is 2 to
cast, 1 to maintain if cast as an area spell.

Prerequisites: Shape Fire.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Hearth, brazier,
or other item used to contain fire. Any fire kindled in the item has this spell cast on it.
Energy Cost to Create: 50 times base cost.

Burn Weapon Blocking, resisted by Special

Does 1d-2 points of damage to any weapon about to strike the caster for each energy
point spent. Weapons destroyed by this spell do no damage if they strike the mage.
Weapons more than half damaged by this spell must roll for breakage when they hit, as if
they Parried a heavier weapon.
Normal weapons will be destroyed
on a roll of 12 or less, with an additional -3 penalty for
each previous strike on the shield within the previous 10 turns. Fine weapons get +2, Very
Fine weapons get +4. Cheap weapons are at an additional -2. Weapons made of high
tech and ultratech composites or alloys that are immune to extremely hot temperatures
are immune, as are weapons enchanted with the Icy Weapon or Flaming Weapon spells.
Fireproof weapons are immune to this spell's effects.
The user of the weapon only takes damage on a "critical
hit". Then he takes 1d-2 burn
damage to his weapon hand(s).

This is also a Protection and Warning spell.

Duration: Instantaneous.

Base Cost: 1 to 3 points, can't be maintained.


Prerequisite: Burning Touch.



for wearer only. Energy Cost to Create: 750 points.
Item: Clothing or Jewelry. Works
Author: Adapted from Mark Nettle

Burning Shield Regular, resisted by Special

This spell makes any weapon that strikes the surface of the subject's shield so hot that it
melts or bursts into flame.

As long as this spell is in effect, when the subject makes a successful Block roll, the
attacking character must roll vs. his weapon skill or his weapon will melt or char.

Normal weapons will be destroyed on a roll of 12 or less, with an additional -3 penalty for
each previous strike on the shield within the previous 10 turns. Fine weapons get +2, Very
Fine weapons get +4. Cheap weapons are at an additional -2. Weapons made of high
tech and ultratech composites or alloys that are immune to extremely hot temperatures
are immune, as are weapons enchanted with the Icy Weapon or Flaming Weapon spells.
Fireproof weapons are immune to this spell's effects.

The user of the weapon only takes damage on a "critical hit". Then he takes 1d-2 burn
damage to his weapon hand(s).
If the shield is used as a weapon,
it does 1d-2 burn damage in addition to any normal
crushing damage. Armor protects normally against this damage.
Note that the shield's user is immune to the heat generated by his
shield.

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This is a also a Protection and Warning spell.

Duration: 10 seconds

Cost: 4 points, 3 to maintain.


Prerequisite: Magery 2, Incinerator, Burn Weapon.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Shield or Buckler.
Works for User only. Some versions are Always On. Energy Cost to Create: 450 points.

Chill Fire Area

This spell creates an area that resists the flammable nature of the phlogiston. While the
spell can be cast elsewhere, it has no effects outside the phlogiston. Fire missiles created
in the phlogiston will still activate before being thrown, but fire does no extra damage.

Duration: 10 minutes

Cost: 1/4 to cast, same to maintain


Time to Cast: 1 second

Prerequisites: Slow Fire

Author: Jeff Wilson, Winterchylde, Advanced Dungeons and Dragons


Chill Flesh Regular, Resisted by HT

This spell rapidly increases the subject's internal temperature as if he were affected by
the Cryokinesis psionic discipline. The subject is allowed a HT roll to resist.

At low levels, this spell is similar to the Hypothermia spell. If the subject's internal
temperature is increased above 95 degrees (for humans), he must roll vs. HT+5 at -1 per
degree under 95 degrees. For every point by which the roll is failed, the victim loses 1
point of Fatigue, or takes HT damage if fatigue is at 0.

Even minor sudden alterations in whole body temperature can cause chills, brain damage
or even death. If a person's body temperature is lowered by at least 1 degree in a single
turn, he must make a HT+3 roll, at -2 per additional half a degree of temperature. Failure
means that the victim loses 2 Fatigue, 1 DX and 1 HT for every point by which the roll is
failed. Failure by 10 or more, or critical failure, results in brain damage as well: the victim
falls into a coma for 1d days, and loses a point of IQ.

If the spell is maintained, the subject gets a new Resistance Roll every turn.

This is also a Body Control spell.


Duration: 1 second.

Cost: 1 point per degree of temperature decrease, same to maintain.


Time to Cast: 2 seconds.


Prerequisites: Magery 2, Cold.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or
Jewelry. Works for Wearer Only. Always On. Can't be removed. Energy Cost to Create:
350 points.

Author: Adapted from Anthony Jackson.


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Clingfire Missile

This spell creates a ball of flame, which bursts when it hits a target and then sticks to the
target as it burns. The fire can only be extinguished by complete immersion in water or by
magic. The missile has SS 12, Acc +1 1/2D 25 and Max 50.

Cost: 1-3. Does 1d-1 per point. Burns (doing 1d-2/turn) for one turn per point of damage.
The damage of clingfire is doubled for purposes of igniting flammable objects.
Time to Cast: 1 second per point of energy used to cast the spell.

Prerequisites: Fireball

Author: Adapted from Anthony Jackson


Cold Fire Regular or Area, resisted by IQ

This spell makes a flame source produce light, without generating heat. Fuel is consumed
at half the normal rate.

For the duration of the spell, the flame can't set other objects on fire. Objects already set
alight by the flame take half normal damage for the duration of the spell.
Since this spell makes ignition due to heat transfer impossible, explosives
or weapons
that are triggered by heat won't work. For example, explosives triggered by fuses or slow
matches won't go off, and black powder weapons won't fire. Explosives and weapons
triggered by chemical reactions (e.g., contact fuses, or modern bullet primers) will still fire,
but heat damage from explosions is negated in the area of effect. For conventional
explosives, the net effect is that the blast won't start secondary fires. Modern bullets are
unaffected by this spell, though certain specialty rounds such as tracers or incendiaries
won't function properly.

This spell also counters spells such as the Incendiary spell.


If the flame source is being held or used by another person, they get a roll vs. IQ to resist.
This is also a Water (Ice) spell.

Duration: 1 minute.

Cost: 1 point, 1 to maintain for a small flame such as a candle, 2 points, 1 to maintain for
a larger flame up to the size of a torch or small campfire. If cast on an area, the Base
Cost is 3, 2 to maintain. Double costs to cool sources of intense flame such as bonfires,
triple costs for very hot light sources like magnesium flares or forest fires. For 25 times
the base cost, thermonuclear reactions can be cooled!
Prerequisite: Magery, Shape Light, Cool, Create Fire.

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


350 points. (b) This spell can be
made permanent on an area for 25 times the base cost. (c) This spell can be made
permanent on an object for 10 times normal cost. The object can be ignited normally, but
the act of ignition immediately casts the spell on the object allowing it to burn without
heat.

Conduction Regular, resisted by HT

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This spell improves the transfer of heat through an object improving its heat conduction
properties.

Use of this spell can make clothing conduct heat more efficiently in hot weather, or speed
the transfer of heat through a metal object. Transfer of heat through the material is greatly
improved. "Normal" heat transfer (like loss of body heat through clothing) is increased by
50 percent over normal.
Clothing affected by this
spell is treated as if it were one level cooler. I.e., Arctic clothing is
treated as winter clothing, heavy clothing is treated as heavy clothing, and heavy clothing
is treated as light clothing.

Damage from fire or heat through a conductive material is increased. For each level of
this spell, armor and clothing only provides half its normal DR against heat and flame
damage. Flammable materials won't necessarily be destroyed by this heat transfer, but
they will conduct heat through their material before they are completely consumed.
If this spell is cast in an offensive manner against an item worn, carried or used by

someone else, the owner gets a Resistance roll vs. HT.


This is also an Air spell.

Duration: 1 hour.
Cost: 1 per pound
of material affected, half (minimum 1 point) to maintain. For double
cost, items can be made doubly conductive, transferring heat at 75% efficiency and
protecting at only 1/4 normal value against flame damage. For triple cost, items can be
made so that they protect with only 1/8 normal DR and conduct heat at 90% efficiency.
For 15 times the base cost, this spell can be made permanent on an object or a discrete
part of an object (such as the bottom of a pot).
Prerequisite: Cool, Shape Fire or Shape Air.

Item: Staff, Wand or Jewelry. 300 points.


Curse of Flame Regular, resisted by IQ

This spell makes anything that the subject touches burst into flame.

For the duration of the spell fire springs from the victim's footprints and fingertips and
anything he meets takes 1 point of damage per turn.
Flammable objects the subject touches might catch on
fire. Flammable objects on the
subject's body catch on fire and burn away - unless the subject has fireproof clothes he
will soon be naked. Use of wooden weapons or shields is impossible.
The subject takes no damage from his own flames, but he has no control
over them
either, which makes his life very difficult. He takes normal damage from other sources of
heat and cold.

While this spell is in effect, most people view the character as a fire hazard and react at
-2. This spell also makes many skills difficult or impossible to use.
This spell can only be removed by Counterspell, Remove Curse, or
Similar spell.

Duration: 4 hours
Cost: 4, 3 to maintain
Time to Cast: 10 seconds

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Prerequisites: Magery, Flame Touch
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or
Jewelry. Always on. Casts this spell on the Wearer. Many versions are hexed. Energy
Cost to Create: 300 points. (c) This spell can be made permanent for 200 points. The
victim is allowed a resistance roll.

Dancing Flames Area

This spell makes licks of flame from any fires in the area of effect dance and fly about as
long as the original flame sources last. When the spell ends, the flames fly back their
original location.

The patterns in which the flames move can be set by the mage, and he can make the
flames avoid collisions and flammable materials if he specifies when the spell is cast.

a
In its "offensive" version, a dancing flame will ignite flammable objects in a given hex on
roll of 6 or less each minute. This assumes an area with at least one moderately sized
flame source (such as a campfire or several torches), the GM can modify this probability
up or down as he sees fit. Dancing Flames can't be made to deliberately target people,
nor can they distinguish friend from foe.

To stop the risk of fire damage, the original fires that spawned the Dancing Flames must
be extinguished.

In its peaceful version, the mage can command the flames to avoid people and
flammable objects, making the spell harmless in all but the most flammable
environments.

In either version, the swirling, dancing flames give -1 to all Vision rolls through the
affected area (due to the distracting flames), but also reduce vision penalties for Darkness
by -2. The Dancing Flames provide better ambient lighting than their parent flame
sources.
This spell
is mostly ornamental, though it does have practical uses.

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

Prerequisite: Shape Fire

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Candelabra, Set
of Fire Dogs or similar item for holding or containing a flame source. Casts this spell on
any flame source it holds. Energy Cost to Create: 150 points.

Detonate Regular

Author: David Pulver (GURPS Technomancer)


Dragon Breath (VH) Regular

This spell is identical to the Fire Fan spell, but the flames emanate from the mage's
mouth, and damage is increased by +1 per die.

Duration: 1 second.

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Cost: 1 point per 1d+1 of damage (maximum 4 points), plus 1 per hex of width (minimum
1). Can't be maintained.

Time to Cast: 2 turns.


Prerequisites: Breathe
Fire, Fire Fan.

Item: Staff, Wand or Jewelry. Mage Only. Must include a ruby worth $1,200. Energy Cost
to Create: 1,500 points.

Author: Adapted from Anthony Jackson


Elemental Furnace Regular; Resisted by higher of ST or IQ

This spell binds an existing Fire elemental into a furnace, stove, heater or similar device.
The elemental will provide a steady flame at the temperature specified by the user, from
100 degrees F to the temperatures reached by blast furnaces and cement kilns. In
addition to providing heat, the elemental can incinerate any flammable object, including
toxic materials, that could be broken down by normal flames leaving no traces.

The elemental loses 1 ST for every 100 lbs. of material to be heated or incinerated within
it per 10 minutes, unless the material is extremely flammable. The elemental will also
takes 1 point of Fatigue for every 10 lbs. of poisonous or irritating material it must heat or
incinerate. It will recover 1 ST every 10 minutes while not in use.

Duration: 1 hour.
Cost: 1/4 the total
of the elemental's four attributes; the same to maintain.
Time to Cast: 2 seconds.

Prerequisite: Control Fire Elemental.


Item: An elemental can be permanently
bound into a heating system for 100 times cost.

Author: Adapted from David Pulver (GURPS Technomancer).


Essential Explosive Fireball Missile

This spell is identical to the Explosive Fireball spell, but the ball is made of Essential
Flame, as per the spell. Essential flame will ignite any flammable object it touches, and
any fires started by the essential flame will remain "essential" (and can't be extinguished)
for one second per point of damage.

Also note that Essential Fire can only be stopped by the highest level of the Resist Fire
spell.

Cost: 2 to 6 points. The spell does 1d+1 damage per two points of energy.

Time to Cast: 1 second per 2 points of energy used to cast the spell.
Prerequisites: Explosive Fireball and Essential Flame or Essential Fireball.

Item: Staff, Wand or Jewelry. Mage Only. Must include a ruby worth $2,000.
Energy Cost
to Create: 2,500 points.

Author: Adapted from Anthony Jackson.


Essential Fireball Missile

This spell is identical to the Fireball spell, but the ball is made of Essential Flame, as per
the spell. Essential flame will ignite any flammable object it touches, and any fires started
by the essential flame will remain "essential" (and can't be extinguished) for one second

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per point of damage.
Also note that Essential Fire can only be stopped by the highest level of the Resist Fire
spell.
Cost:
1 to 3 points. The spell does 1d+1 damage per point of energy.

Time to Cast: 1 second per point of energy used to cast the spell.
Prerequisites: Magery 2, Fireball, Essential Flame

Item: Staff, Wand or Jewelry. Mage Only. Must include a ruby worth $1,500. Energy Cost
to Create: 1,500 points.

Author: Adapted from Anthony Jackson


Eternal Flame Regular or Area

This spell allows an object to burn without being consumed. When an object affected by
this spell is set alight, it will burn normally, but the item is not consumed by the flames
until the spell ends.

Flames still do heat damage to living creatures, but the bodies are not charred. Thrifty
mages cast this spell on candles and firewood to keep them from being used up.

Duration: 1 hour
Cost: 2 points for a small flame (like a candle or torch), 1 point to maintain. If cast on an
area, the cost is 2 points, plus 1 point per 10 lbs. of material to be affected, half to
maintain.

Prerequisites: Fireproof

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) A candle, torch,
or similar flame source can have this spell cast on it permanently. Energy Cost to Create:
50 times the base cost.

Explosive (VH) Regular, resisted by HT

This spell turns any non-living object into an explosive that will detonate when exposed to
flame.

Explosives created with this spell do 3d points of concussion damage per pound of
material, completely consuming the explosive object. If the Explosion rules from High
Tech are being used, the explosive has a REF factor of .3.
If this spell is cast on an item that is owned or used by another person, the target gets a
resistance roll vs. HT to foil the spell, even if he is not present when the spell is cast.

Explosives created in this manner are highly magical. They will not detonate in No Mana
Zones and only do half normal damage in Low Mana Zones. They also will not work
where a flame would not ignite, such as underwater or in an oxygenless atmosphere,
unless triggered by the Detonate spell. They will also be immediately obvious to anyone
with the Second Sight or Magery advantage, or anyone using the Detect Magic spell.

Duration: 1 minute or until the object detonates.


Cost: 10 per pound of material affected, half to maintain.


Time to Cast: 10 seconds


Prerequisite: Magery 2, Essential Flame, Flammable, Detonate


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Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points. (b)
This spell can be made permanent on an item (until it detonates). Energy Cost to Create:
100 times the base cost.

Explosive Runes Regular, resisted by HT

This spell creates mystical runes to appear among information written on a page. Anyone
who reads the words triggers the spell, causing the runes to explode with the same force
as an Explosive Fireball.

The runes are almost impossible to detect by non-magical means. Characters who are
familiar with this spell may roll vs. Traps skill at -8 to detect the runes.
Second Sight, Magery and the Detect Magic spell will detect the presence
of magic on
the item, but will tell nothing more. Analyze Magic will detect the runes only if the mage
can win a Contest of Skills between his Analyze Mage and the Explosive Runes spell.
If the runes are read they explode doing damage, as if an explosive fireball were centered

on the reader. Victims who trigger the runes may roll vs. HT to take half damage.

The mage may limit the circumstances under which the runes are triggered, if he
specifies them when the spell is cast. Note that it is the act of comprehending (or
attempting to comprehend) the words that triggers the spell. Characters who glance at the
words but who do not read them, or Illiterate characters are unlikely to trigger this spell.
This spell can be cast on any abstract symbol, not just words, so that Illiterate characters
will be affected when they try to comprehend the symbol.
Note that if this spell is cast on a flammable object, it is not
consumed by the spell unless
the mage wishes it to be.

Duration: Permanent (until the triggered).


Cost: 4 per point 1d damage (3d maximum).

Time to Cast: 1 minute per point of energy used


to cast the spell.

Prerequisites: Explosive Fireball, Scroll


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

Author: Adapted from Keith Bisset (Revenant)


Find Hearth Information

When this spell is cast, the mage will know the direction and distance to the nearest fire
used for cooking or some other human (or humanoid) activity where the mage will be
welcomed. Long Distance modifiers apply. The mage can exclude known fires if he
specifies them before he begins casting the spell.

Cost: 3 points.
Time to Cast: 10
seconds.

Prerequisites: Seek Fire



Energy Cost to Create: 200 points.
Item: Staff, Wand or Jewelry.

Fire Bug Regular

13/39
This spell creates a small, dull-red, roach-like insect, which will seek out sheltered areas
in or near flammable material like woodpiles, engine compartments, or bookshelves. It will
hide there until the spell expires, then it will burst into flame, destroying itself and setting
everything around it on fire.

When a fire bug ignites, it does 1d-2 points of damage to anyone or anything directly in
contact with it. It will automatically set Class A or B flammable materials on fire. Each
firebug has a 50% chance of igniting Class C flammables, and a 25% chance per bug of
igniting Class D flammables.
Fire bugs move quickly (Move
3) and are small (-9 to hit) target which moves erratically
(-3 to hit) which makes them hard to hit (-12 to hit). If they take any damage at all
(including an attack that does 0 points of damage), they are destroyed, but burst into
flames, doing 1 point of damage to anyone (or anything) in contact with them.

Firebugs will never travel more than 30 hexes from where they are dropped. If a bug can't
find any flammable material within 30 hexes, it will detonate prematurely in a random hex.
The mage can't direct where the bugs will hide, but he can place them near his desired
target and hope that they will shelter in the correct place. The mage can also carry the
bugs instead of releasing them immediately to extend their range. A successful Sleight of
Hand or Stealth skill roll will allow a mage to release a bug without being seen. If the
mage waits too long, however, the spell will end and the bugs will detonate on the mage's
body!

If the mage falls or suffers damage while carrying a bug, he must roll vs. DX or the bugs
will be crushed and will detonate for 1 point of damage each.

Duration: 1 hour
Cost: 2 points, 1 to maintain, per bug.

Time to Cast: 1 second per bug.


Prerequisite: Shape Fire, Create
Vermin.

Item: (a) A small cage or other container that allows the user to cast this spell. The bugs
appear inside the container and can be taken out as needed. Energy Cost to Create: 300
points. (b) This spell can be made permanent. The bugs created remain dormant until
activated by the user. Energy Cost to Create: 50 points per bug.

Fire Burst Regular or Area, resisted by DX

This spell makes an ordinary fire explode as if hot grease or oil had been sprayed into the
flames. The resulting blast temporarily makes an area of fire double the radius it
occupies. Candles and lamp flames will just flare and burn fiercely, doing no damage.
Torches will flare up to burn people in the same hex. Campfires will affect everyone in the
adjacent hexes. Larger fires will burn a proportionately larger area as decided by the GM.
Damage done by the flames depends on the intensity of the original flames. Torches and

other small flames will do 1d-2 points of damage. Campfires will do 1d-1 points of
damage. Larger and hotter fires will do more damage.
In dim conditions (Vision penalty of -1 or more), the sudden
flash of light will force anyone
who is looking into the flame to roll vs. DX or be dazzled as if they had been affected by
the Flash spell. If this spell is cast on a small flame, viewers get +6 to their DX rolls if the

14/39
spell is cast on a candle, or +3 to DX rolls if the spell is cast on a torch.

Duration: Instantaneous.

small flame, 2 for a torch. If cast as an Area spell, cost is 3
Cost: 1 for a candle or other
per hex of radius. Can't be maintained.
Prerequisite: Shape Fire.

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. (b) Hearth, Brazier or
similar object for containing or holding flame or a flammable object. Any fire kindled in this
item will have this spell cast on it 4d minutes after the fire is started. Energy Cost to
Create: 25 times the base cost.

Fire Charm Regular, resisted by Will

This spell makes flames dance in a hypnotic pattern that will mesmerize anyone looking
at them.

Characters who look at the charmed fire must roll vs. Will each minute that the fire is in
view. If they fail their Resistance roll, they ignore everything else while they gaze into the
flames. Charmed characters who are shocked or whose view of the flames is blocked can
roll vs. Will each turn to "awaken". Otherwise, the charm lasts until the spell ends or the
flames go out.

Duration: 1 minute.

Cost: 3, 1 to maintain.

Time to Cast: 10 seconds.


Prerequisite: Magery, Shape
Fire, Charm, Daze.

Item: (a) Staff, Wand or Jewelry. 400 points. Usable only by a mage. (b) Hearth, Brazier
or similar object for containing or holding flame or a flammable object. Any fire kindled in
this item will have this spell cast on it 4d minutes after the fire is started. Energy Cost to
Create: 350 points.

Fire Fan Regular

This spell creates a wide wash of flame, one or more hexes wide, that extends from the
mage's fingertips. This spell is treated as an Area effect. Characters can only defend by
taking a Retreating Dodge out of the affected area. A successful Block will the PD of the
shield from the damage, but has no other effect.

Duration:1 second.

Cost: 1 per die of damage (max 3), plus 1 per hex of width (minimum 1). Can't be
maintained.
Prerequisite:
Magery, Flame Jet.

Item: Staff, Wand or Jewelry. Mage Only. Must include a ruby worth $1,000. Energy Cost
to Create: 1,000 points.

Author: Adapted from Anthony Jackson


Fire Fist Regular

15/39
This spell makes the subject's hands and forearms immune to flame damage and causes
them to burst into flames.

The flames give light equal to torchlight and allow the subject to do burn damage by
touch. Punches from a burning fist do extra 1 point of burn damage in addition to normal
crushing damage. If the subject grapples or grabs his victim, he does 1d-2 points of burn
damage per turn. Armor and clothing protect normally.
Since the subject's arms are fireproof, he can also pick
up hot items without taking
damage.
Note that
only the subject's arms are made fireproof, other parts of his body and any
equipment he might be carrying or holding are not. Flammable objects the subject is
wearing or carrying take normal damage, and the subject might set himself on fire!

Duration: 10 seconds

Base Cost: 3, 2 to maintain


Prerequisite: Magery, Create
Fire, Fireproof

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create 400 points. Usable only by a
mage. (b) Jewelry or gauntlets. Work for wearer only. Energy Cost to Create: 300 points.

Fire Gate (VH) Regular, resisted by DX

Fire gate opens up a very small portal to the elemental plane of fire, allowing a jet of
elemental flames burst through to the caster's plane. The flames extend for 8 hexes from
the mage's hand, in the direction he points.

The jet is targeted using the Magic Jet (Flame Jet) skill or DX-2, and the mage can use
the "Walking the Burst" rules for automatic weapons to improve his aim on subsequent
turns.

The damage done by the flames varies with the distance from the gate. If the target is 1
or 2 hexes from the mage, he takes 4d damage, 3 to 4 hexes 3d, 5 to 6 hexes 2d, and 7
to 8 hexes 1d. Subjects beyond 8 hexes take no damage. The mage may, if desired,
"spray" his flame, giving him +2 to hit and letting him hit any targets in his front or right
hexes (for a right handed mage). Targets struck by a spray take 2d damage in the first
two hexes, 1+2 dice in the next two, 1 dice in the third two hexes, and 1d-3 in the last two
hexes.

A target that is man-sized or larger will completely block the path of the flames, so only
the nearest target along any given "row" of hexes may be targeted.
No spells that require hand movements may be cast while this spell
is "on" regardless of
the mage's skill.

Duration: 1 second.
Cost: 4 to cast, same
to maintain.
Time to Cast: 5 Seconds.

Prerequisites: Magery 3, Create Gate, Maintain Spell, 25 Fire Spells


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

Author: Adapted from Greg Littmann


Fire Gem Enchantment

16/39
This spell traps a flame inside a gem where it will burn eternally.
A flame gem will glow as brightly as a candle flame and is as hot
as a coal. If the gem is
ever broken the flame is released and will fill a single hex with flame, as if a mage had
cast the Create Fire spell.

The caster must have a clear, flawless gem of at least 1 carat in order to cast this spell.
Colorless gems are preferred, since the light produced by a flame gem is the color of the
gem itself. Gems of other colors are used to produce colored light.

Cost: 25 points.

Prerequisite: Magery, Create Flame, Shape Fire, Shape Earth, Fireproof.


Item: Box or other container. Mage Only. Any suitable gems placed inside it turn to Fire
Gems. Energy Cost to Create: 1,000 points.

Fire Message Information

This spell allows the mage to send messages via fire.


For the spell to work, the caster must prepare a fire at least the size of a small campfire
and he must know the general location of the fire to which he wishes to send his
message.

When the spell is cast, anyone 5 hexes of the target fire can see a fiery image of the
caster's face (if he wishes it) and hear his message. The caster can select specific people
or types of people to receive his message, excluding others, but if nobody of the selected
class is within 5 hexes of the fire, the spell fails.
This spell is affected by the Long Distance modifiers, but there is a +4 to bonus to skill if
the mage can see the fire to which he wishes to send his message.

Duration: 1 minute.

Base Cost: 3, 1 to maintain.


Prerequisite: Shape Fire, 3 Fire
Spells and 3 Communication Spells.

Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create 600 points. (b)
Herbs, wood or other flammable material. When thrown onto an existing flame, they allow
the user to cast this spell. The material is consumed by the spell. Energy Cost to Create:
50 points.

Fire Sign Information

This spell allows the mage to determine his direction of travel, or the direction to a
specific location known to the mage.
When the spell is cast, the smoke from
a fire specified by the mage will blow in the
direction that the caster needs to travel. The intensity of the smoke gives a rough
indication of distance.
Cost: 2 points.

Time to Cast: 1 minute


Prerequisite: Shape Fire,
3 Knowledge spells
Item: (a) Staff, Wand or Jewelry. Energy Cost to
Create: 600 points. (b) Herbs, wood or
other flammable material. When thrown onto an existing flame, they allow the user to cast
this spell. The material is consumed by the spell. Energy Cost to Create: 50 points.

17/39
Fire Snake Regular, resisted by Special

This dweamor creates a flying, mobile rope of fire that the mage can move as he sees fit.
If it is used to attack an animate target, the mage must grapple the target with this spell.
The DX of the "snake" is equal to that of the mage. If the snakes wraps around a victim it
does 1d-2 points of damage per turn that it is in contact, possibly setting flammable
materials on fire. Armor and clothing protect normally.

If used for illumination, the snake provides light equivalent to a torch. It can also be made
to "dance," possibly distracting those who see it. Anyone who sees a dancing fire snake
must roll vs. IQ or be distracted for 1 turn.
The snake, being made of fire, is immune to
physical attacks. It is vulnerable to cold and
water attacks. Any successful hit with a cold or water spell, or at least 1 gallon of water
will "kill" the snake.
The snake can "fly,"
it has Move 7 and is at -2 to hit in combat. It has no other attacks
except for flame damage via constriction.

Duration: 10 seconds.

Cost: 3, 2 to maintain.

Prerequisite: Magery, Create Fire, Shape Fire.


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

Fire Spray Missile

This spell creates a number of small fireballs that shoot out in a 30 degree arc from the
caster's hand.

Each missile has SS 15, Acc 0, 1/2D 7 and Max 15 and does 1 point of fire damage if it
hits. If the GM is amenable, this spell can use the Autofire rules for guns to determine
how many missiles strike a given target. In this case, the spell has RoF 6.
At the caster's option, each missile can be given a limited "homing" ability,
allowing them
to seek out flammable materials. This gives each missile +4 to hit a stationary, unliving
flammable object.

spray will automatically set Class A flammables on fire and has a
A fireball from a fire
75% chance of setting Class B flammables on fire. Class C flammables will only be set on
fire 25% of the time, and Class D flammables can't be affected by this spell, except on a
critical hit.

Duration: 1 second.
Cost: 1 per 6 missiles
created, same to maintain.

Time to Cast: 1 second per energy point spent.


Prerequisite: Fireball.

Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. Usable only by a
mage.

Fire Storm (VH) Area

18/39
Creates an area of raging, intense fire which will suck light items into it and will consume
vast amounts of oxygen in addition to doing heat and fire damage.

A fire storm hex will do 6d points of damage per turn to anyone caught in it. Anyone
standing in an adjacent hex will take 1d points of damage per turn. Anyone standing 2 or
3 hexes away from it will take 1 point of damage per turn. Armor protects with its normal
DR for turns equal to its DR and then it becomes useless. Flammable objects within 1 hex
of the flame are ignited immediately. Flammable objects 2 or 3 hexes from the flame will
eventually ignite from the heat. Light, loose, items that weigh less than 1 lb. (such as
pieces of paper) will be sucked into the flames from up to 5 hexes away and the fire will
generate a strong breeze as air is sucked into it.
In an enclosed environment, any character within
10 hexes of the fire storm must roll vs.
vs. HT every minute or begin to Suffocate due to lack of oxygen.

Duration: 1 minute.
Base Cost: 10, 8 to
maintain. Minimum of 2 hexes.

Time to Cast: 1 second per 5 points of energy put into the spell.
Prerequisite: Magery 2, Essential Fire, Fire Gate.

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

Fire Vision Regular

This spell eliminates vision penalties due to smoke, haze or heat. Anyone affected by this
spell can see through smoke and fire as if it were clear air.

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

Prerequisite: Shape Fire.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Hood, goggles, or
glasses. Works for wearer only. Energy Cost to Create: 250 points.

Firewater Regular

When this spell is cast on ordinary water, it mingles the essences of air and fire to create
a magical liquid. Firewater is a highly-volatile, pungent-smelling liquid which will burn
explosively if ignited.

One pint of firewater will create the equivalent of a fire hex if it is poured on the ground
and is ignited. If it is poured over (or on) someone and is ignited, it will do 1d-2 points of
whole body damage per turn for 1 minute or until the flames are extinguished.

If firewater is made into molotov cocktails, they burn like a modern molotov cocktail made
of gasoline.

Firewater can be extinguished by being smothered. Water will wash it away or dilute it,
but won't extinguish the flames, though it will put out secondary fires started by the
Firewater.

Firewater can also be used as a clean-burning, long-lasting lamp fuel (lasts 5 times as
long as normal lamp oil), as a topical antiseptic (it kills all microbes it encounters), or as a

19/39
highly potent (200 proof) but raw-tasting alcoholic beverage. If drunk or applied to bare
skin, it causes a painful burning sensation.

Duration: Permanent

Cost: 4 points per pint.


Prerequisite: Magery, Essential Fire, Shape Fire, Create Water.


Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create:
600 points. (b)
Beaker or other container. Any liquid placed in it is turned into firewater. Energy Cost to
Create: 1,500 points per pint of liquid that can be created per day.

Fire Wave Area

This spell allows the mage to create a 10' high "wave" of fire which 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, though 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.
However, like any other spell, the mage can choose which targets are affected
by the
spell.

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 cost either way 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 per turn. Armor does not protect, unless it is
completely sealed. Subjects can make a resistance roll vs. HT to take half damage.

Duration: 5 seconds

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

Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,200 points.

Fireworks Regular

This spell allows the caster to create brilliant fireworks of any size, shape, or description.
The Fireworks will shoot up into the air (up to 1/4 mile up) and detonate with a flash and a

loud bang. The mage can aim the Fireworks spell in the general direction he wishes it to
go, but he has no control over the exact path the spell takes, or the exact height at which
it detonates. For safety purposes, this spell will not go off in an enclosed area, within 5
hexes of the mage, or within 10 hexes of the ground.
The flash might Dazzle anyone looking directly at the
burst. Anyone looking at the burst
must roll vs. HT or they suffer -4 to Vision for 1 minute. Anyone within 5 hexes of the

20/39
Fireworks when they go off might be temporarily Deafened. Victims must roll vs. HT or
they are at -4 to Hearing for 1 minute.

Other than the "flash-bang" effect, Fireworks do no damage. Their only real purpose is to
look pretty, though clever mages might find a way to use this spell as a distraction or
signaling device.

This spell only covers the creation of fireworks. A roll vs. the Fireworks skill (at +4 if this
spell is used) is required to put on a successful fireworks show. The GM may give
bonuses for successful use of the Shape Fire spell, Illusion Art, Artist or Performance
skills.

Duration: 10 seconds (the "flash-bang" effects take 1 second).


Cost: 3 points. Can't be maintained.

Time to Cast: 3 seconds


Prerequisite: Create Fire,
Shape Fire.
Item: (a) Staff, Wand or Jewelry. Energy
Cost to Create: 300 points. (b) Large, hollow
tube filled with magical powders and ingredients. When a flame source is touched to the
outside of the tube, the spell is triggered and the tube (and its contents) are consumed.
Energy Cost to Create: 25 points.

Flame Sphere Missile

This spell is similar to the Fireball spell, but once thrown, the ball expands into a large
sphere of flame. The sphere is a yard or more across, and will continue moving until it hits
something or runs out of range. This spell is targeted using the Spell Throwing (Fireball)
spell, but the mage gets +4 to hit, and the target must defend against it as if it were an
Area effect. Characters can only defend by taking a Retreating Dodge out of the affected
area. A successful Block will the PD of the shield from the damage, but has no other
effect. A disadvantage of this spell is that it can't be fired from (or through) gaps less than
a yard wide.

Acc +1, SS 12, 1/2D:25 and Max 50.
The missile has

Cost: 1 to 3 points. The spell does 1d-1 per point of energy.


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

Prerequisite: Fireball

Item: Staff, Wand or Jewelry. Mage Only. Must include a ruby worth $1,000. Energy Cost
to Create: 1,000 points.

Author: Adapted from Anthony Jackson


Flammable Regular, resisted by HT

This spell makes normally non-flammable materials as flammable as dry tinder (Class A
Flammables). Flammable materials become extremely flammable so that even a spark
will cause them to burst into flame. Living flesh can't be made flammable.

If this spell is cast on objects held, carried, or used by another person, the owner gets a
Resistance Roll vs. HT.

21/39
Duration: 1 minute
Cost: 1, 1 to maintain for less than 1 lb. of material, 2, 2 to maintain for less than 10 lbs.
of material or 3, 2 to maintain per 10 lb. of material.

Time to Cast: 10 seconds


Prerequisite: Fireproof
Item: (a) Staff, Wand or
Jewelry. Energy Cost to Create: 400 points. (b) Tinderbox. Any
organic, non-living material placed into the box has this spell cast on it. Energy Cost to
Create: 50 times the base cost. (c) This spell can be cast permanently on an object.
Energy Cost to Create: 25 times the base cost.

Flaming Feet Regular, resisted by HT

This spell makes flames spring from the mage's footsteps. The flames last for the
duration of the spell and do normal damage to anything they touch. The flames are too
small to damage characters in the same hex as the flames, unless the character falls in
the hex. In this case, the flaming footprints do 1 point of damage. Clothing and armor
protect normally, as with other types of flame.
The footprints provide light equivalent to a row
of torches and might ignite flammable
objects in the same hex as the prints.

If the mage kicks while this spell is in effect, his feet do 1 point of additional flame
damage, as a torch.
If cast on an unwilling
subject, the victim may roll vs. HT to resist.

Duration: 1 minute
Cost: 2, 1 to maintain

Prerequisites: Create Fire


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Footgear or
Jewelry. Works for wearer only. Energy Cost to Create: 200 points.

Flaming Sphere Regular

When this spell is cast, a large ball of fire (about the size of a basketball) is called into
being. The mage can then mentally control the ball and roll it around at will, up to 60
hexes from his current location.

The mage need not concentrate on the ball, but he can't move it unless he does so. The
ball rolls along at Move 2, and can cross any terrain that a normal ball or wheeled vehicle
could cross. Pits or vertical barriers will keep it from passing.
Anyone in the same hex as the sphere takes 1d-2 points of fire
damage per turn, clothing
and armor protect normally. Flammable objects will catch on fire normally.

Duration: 10 seconds

Cost: 3, 2 to maintain. For double cost, the sphere can travel at Move 5.

Prerequisite: Magery, Create Fire, Shape Fire


Item: (a) Staff, Wand or Jewelry. Energy Cost to
Create: 400 points. Usable only by a
mage. (b) Sphere made of red crystal or copper. When rolled, it turns into a Flaming
Sphere. Energy Cost to Create: 300 points.

22/39
Greater Fireball Missile

This spell functions exactly like the Explosive Fireball spell, but has a greater maximum
damage.

See also the Improved Missile Metaspell.


Cost: 2 to 10, 1d damage per 2 energy, 5d maximum.


Time to Cast: 1 to 5 seconds, 1 second per 1d damage

Prerequisite: Explosive Fireball

Item: Staff, Wand or Jewelry. Energy Cost to Create: 2,500 points. Usable only by a
mage.

Author: Keith Bisset (Revenant)


Heat Flesh Regular, resisted by HT

This spell rapidly increases the subject's internal temperature as if he were affected by
the Pyrokinesis psionic discipline. The subject is allowed a HT roll to resist.

At low levels, this spell is similar to the Fever spell. If the subject's internal temperature is
increased above 105 degrees (for humans), he must roll vs. HT+5 at -1 per degree over
105 degrees. For every point by which the roll is failed, the victim loses 1 point of Fatigue,
or takes HT damage if fatigue is at 0.
Even minor sudden alterations in whole
body temperature can cause chills, brain damage
or even death. If a person's body temperature is raised by at least 1 degree in a single
turn, he must make a HT+3 roll, at -2 per additional half a degree of temperature. Failure
means that the victim loses 2 Fatigue, 1 DX and 1 HT for every point by which the roll is
failed. Failure by 10 or more, or critical failure, results in brain damage as well: the victim
falls into a coma for 1d days, and loses a point of IQ.

If the spell is maintained, the subject gets a new Resistance Roll every turn.
This is also a Body Control spell.

Duration: 1 second.

Cost: 1 point per degree of temperature increase, same to maintain.


Time to Cast: 2 seconds.


Prerequisites: Magery 2, Heat.


Item: (a) Staff, Wand or Jewelry.
Energy Cost to Create: 450 points. (b) Clothing or
Jewelry. Works for Wearer Only. Always On. Can't be removed. Energy Cost to Create:
350 points.

Author: Adapted from Anthony Jackson.


Heat Seeker Regular, resisted by IQ

This spell allows the mage to make a missile home in on a "heat signature" personally
known to the mage. When fired, the missile will "lock on" to the nearest source of heat
that matches the "heat profile" it has been given, excluding the mage, the firer, and any
people behind or to the side of the shooter, as possible targets. Any other heat source is
a valid target. For example, if the missile has been given a "heat signature" for humans, it
will lock onto the nearest human in its flight path.

23/39
Once the missile locks on, it gives the firer a +5 bonus to hit. The target of the missile
may resist with IQ to negate the heat seeking bonus, in which case the missile is targeted
normally. This spell can also be fooled by magic spells or high-tech devices that alter heat
signatures. In this case, the mage must win a Contest of spell skills against the other
spell, or the Sensor Rating of the device.

Duration: 10 seconds or until the missile is fired.


Cost: 3 points, 1 to maintain. For double cost the bonus to hit can be increased to +10.

Prerequisite: Magery 2, Seek Heat, Infravision.


Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,500 points. (b)
Weapon. Any missile fired from the weapon has this spell cast on it. Energy Cost to
Create: 1,000 points. (c) This spell can be permanently cast on a missile for 50 times the
base cost.

Author: Adapted from Anthony Jackson


High-Explosive Fireball Missile

Author: David Pulver (GURPS Technomancer)


Hotfinger Regular

This spell makes the tip of one of the subject's fingers red hot - hot enough to kindle small
fires or set flammable objects alight. The subject takes no damage unless he touches
another part of his body with his finger, in which case he takes 1d-3 heat damage per
turn. He will also do this much damage if he touches someone else.

Duration: 5 seconds

Cost: 1, same to maintain.


Prerequisite: Heat, Fireproof


Item: (a) Staff, Wand or Jewelry. Cost: 250 points. (b) Hotfinger Ring, GURPS Magic
Items 1, p. 54. Energy Cost to Create: 200 points.

Author: Adapted from GURPS Magic Items 1


Ice to Fire (VH) Regular or Area, resisted by Special

This spell turns ice to fire. Areas of snow or ice become flame hexes, the deeper the
snow or ice the hotter and larger the flame.

Icicles and similar objects become gouts of flame which fall to the ground. Anyone under
falling "fiery icicles" takes 1d-2 flame damage unless they can make a DX roll to jump out
of the way.
If cast on a
watery creature (such as a Water Elemental or a person with the Body of
Water spell cast on them), this spell does 3d damage.

The fire will burn itself out after about a minute leaving behind bare ground where the ice
and snow used to be. The fire created is normal. It will set flammable objects on fire and
will do 1d-2 points of damage per turn to anyone in the Flame hexes. Armor and clothing
protect normally.

This is also a Water (Ice) spell.

24/39

Duration: Permanent, the fire will burn itself out after 1 minute.

Cost: 2 points if cast on a small object (like a single icicle or a tray of ice cubes). If cast
as an area spell, the Base Cost is 3 points. Can't be maintained.

Time to Cast: 5 seconds


Prerequisites: Essential Fire, Essential Water.


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

Improved Resist Cold Regular

This spell will protect the subject from any natural cold down to -40 degrees Fahrenheit.
Cold beyond -40 degrees is calculated as if it were 32 degrees (freezing) for purposes of
HT rolls to avoid cold injury and Fatigue due to cold weather. This spell gives no
protection against magical cold attacks.

Each additional point spent on the spell gives an additional -40 degrees of protection and
gives a cumulative +1 to Resistance Rolls to avoid injury from magical cold.

Duration: 1 hour . Cost: 3, 2 to maintain (+1 to all costs for each additional -40 degrees
of protection).
Time to Cast:
10 seconds.

Prerequisites: Magery, Resist Cold.


Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Ear
Muffs. GURPS Magic Items 1, p. 36. Energy Cost to Create: 250 points.

Author: Adapted from GURPS Magic Items 1


Incendiary Regular

This spell will make a small metal object so hot that it will begin to burn. The heat builds
up over 2d minutes so unless the object is deliberately held against a victim he can drop it
or move away from it before it causes him damage.
Any flammable material in contact with the object will
automatically be ignited at the
climax of the spell and any metal in contact with the item will turn red-hot. If held in
contact with a living creature for the duration of the spell the item will do 4d burn damage.
If merely touched to a character when the item is white hot, it will do 1d+2 damage and
the spell will end. If held in contact with a combustible object for the duration of the spell,
the metal object will do 4d damage to the object and will start a fire. This makes the spell
most useful to create incendiaries.

At the end of the spell, the item will be completely consumed. This spell can be canceled
by dousing the enchanted object with at least a gallon of non-flammable liquid or burying
it in non-organic soil, sand, or rock.

Duration: 2d minutes

Cost: 4, can't be maintained.


Time to Cast: 10 seconds

Prerequisites: Create Fire, Shape Earth or Shape Metal.


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Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Incandescent
Nail. GURPS Magic Items 1, p. 74. Energy Cost to Create: 50 points.

Author: Adapted from GURPS Magic Items 1


Incinerator Regular

This spell will create a 1 hex flame that will incinerate any non-living object placed into it
at the rate of 50 lbs. of material per 1d seconds.
Objects smaller than 50 lbs. char instantly leaving
nothing but fine, powdery, non-toxic
ash. Living creatures are affected as if they were in an Essential Flame hex.

Though the flame is a powerful essential flame, it gives off very little heat and will never
spread no matter how much fuel is fed into the flame. People standing next to the flame
will feel warmth as though from a small campfire.
Also, note that this flame does not cook, melt or vaporize non-living objects - it consumes
them quickly and utterly, leaving behind only a thin layer of ash. At the GM's option, magic
items might get a Resistance Roll to resist the effects of the Incinerator.

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

Time to Cast: 10 seconds


Prerequisite: Magery 2, Essential Flame, Balefire


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Brazier, Oven,
Forge, Altar, or other object for heating or burning objects. Energy Cost to Create: 200
points per hex (for non-portable items), or 300 points per hex (for portable items). (c) This
spell can be made permanent in a hex for 200 points per hex.

Insulation Regular, resisted by HT

This spell completely disrupts transfer of heat through an object improving its insulation
properties.

Use of this spell can make thin clothing protect against cold, or keep metal objects cool
although they are in contact with heat. Transfer of heat through the material is greatly
slowed. "Normal" heat transfer (like heat loss from a house or loss of body heat through
clothing) is reduced by 50 percent over normal.

Clothing affected by this spell is treated as if it were one level warmer. I.e., thin clothing is
treated as heavy clothing, heavy clothing is treated as winter clothing, and winter clothing
is treated as arctic clothing.

Damage from fire or heat through an insulated material is halved. Note that this spell
doesn't make the insulating material fireproof. Flammable materials will still burn, but they
won't transfer heat through them until they are completely consumed.

The drawback of this spell is that some object require some heat transfer to work
properly. For example, if this spell were cast on a cooking pot, it would render the pot
nearly useless, since the food in the pot wouldn't heat.

If this spell is cast in an offensive manner, the owner or user of the item can roll vs. HT to
resist the effects of this spell.
This is also an Air spell.

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Duration: 1 hour.

Cost: 1 per pound of material affected, half (minimum 1 point) to maintain. For double
cost, items can be made doubly insulating, insulating at 75% efficiency and taking only
1/4 normal heat and flame damage. For triple cost, items can be made so that they only
take 1/8 normal damage from heat and flame and insulate at 90% efficiency. For 15 times
the base cost, this spell can be made permanent on an object or a discrete part of an
object (such as the handle of a pot).

Prerequisite: Warm, Shape Fire or Shape Air.


Item: Staff, Wand or Jewelry. 300 points.


Lava Pit Area, resisted by Special

Creates an pool of red-hot lava on a solid, level area of earth or stone.


Anyone stepping or falling into the lava must roll vs. DX or fall in, taking
3d points of
whole body burn damage per turn. Anyone who puts part of their body into the lava takes
1d points of burn damage to the affected limb. Anyone in the hex adjacent to the lava (or
up to 1 yard above the lava) must roll vs. HT every 10 seconds or take 1 point of heat
damage. Armor protects normally and the lava can set flammable objects on fire.

This spell can be created indoors, but it is likely to quickly set all but the sturdiest
structures on fire. Also, the lava generates an incredible amount of heat, and it will quickly
raise the temperature of any enclosed space to 100 degrees or more.

This spell will not work if cast on an area that isn't directly on earth or stone. If cast on a
sloping surface, the lava will run downhill at a rate of 3 hexes per minute (1 hex every 20
seconds). Anyone in the lava flow hex takes damage as if they were in a lava hex, but at
-1 to each die of damage, since the lava flow hexes aren't as hot or deep.

This is also an Earth spell.

Duration: 1 minute
Cost: 6 per hex, same to maintain

Time to Cast: 10 seconds.


Prerequisites: Magery, Essential
Fire, Shape Earth, three spells from both the Fire and
Earth colleges.

Item: Staff, (a) Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points. (b)
This spell can be made permanent for 50 times the base cost.

Leaping Flames Regular, resisted by DX

This spell will make fire "jump" from its source to set flammable objects on fire. Cost
increases depending on the distance the caster wishes the flames to travel. The caster
must be able to see both the source flame and the target point.

If this spell is used offensively, the target may roll vs. DX to resist.

Duration: Instantaneous

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Cost: 1 per 10 feet of distance from the flame source hex, can't be maintained.
Prerequisite: Shape Fire

Item: Staff, Wand or Jewelry. 300 points.


Mass Detonate Area

Author: David Pulver (GURPS Technomancer)


Mass Ignition Area, resisted by HT

This spell simultaneously ignites every flame in the area of effect. Flame sources are
defined as candles, lamps, torches, fireplaces, and even bonfires.

The effect is as though an Ignite Fire spell of the appropriate level had been applied to the
item.

This spell will not ignite flammable objects which are not flame sources, regardless of
their flammability (i.e., a mage can't use this spell to set off explosives). The mage can
choose which flame sources he wishes to light if he specifies when the spell is cast.

The main adventuring use of this spell is to quickly illuminate a room or re-light a party's
light sources after they have been extinguished. It is also useful for making dramatic
entrances.

Most living creatures are not flammable, through their hair or clothing might be. If this
spell is cast on a living being, or on equipment or clothing used or carried by any
creatures, they Resist with HT.

Duration: 1 second (effects are permanent).


Base Cost: 1 to ignite small fires (candles), 2 to ignite larger fires (torches), 3 to ignite
larger fires (campfires). Same to maintain.

Prerequisite: Ignite Fire


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: Thomas Barnes, Anthony Jackson.


Orb of Fire Regular

The mage is surrounded by a globular wall of fire that does not damage him, but
damages everything outside of the wall in the mage's hex or in adjacent hexes. Weapons
can strike through the orb, but unless they have a reach of 2 or more hexes, the attackers
will be burned. Weapons made of flammable materials will also take burn damage from
the orb.

People in adjacent hexes or who try to move (or strike) through the orb take 1d-2 points
of damage. Those in the same hex as the mage take 1d damage per turn.

Duration: 10 seconds

Cost: 5, 3 to maintain. For double cost, this spell can be made twice as damaging.

Time to Cast: 3 seconds


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Prerequisites: Magery, Shape Fire, Fireproof, Burning Shield
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b)
Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 450 points.

Part Fire Area

This spell creates a path through fire and smoke which remains as long as the caster
concentrates.
Characters are
completely protected from the effects of smoke. heat and flames and can
see clearly through the hexes in the area of effect.

Note that this spell does not protect against the effects of oxygen consumption in a large
fire or structural collapse. Characters in the middle of an inferno can still suffocate unless
they have their own source of oxygen. Characters are protected against the effects of
heat, poisonous gasses (including smoke), and loss of visibility.
The hexes affected by the spell must be linked to at least one other
hex affected by the
spell to create a "path" through the flames. Burning objects in the area of effect continue
to burn, they just don't affect living creatures in the area of effect.
Note that in order for this spell to work, the mage must concentrate.
If the mage ceases to
concentrate, the spell ends and must be recast.

Duration: 10 seconds

Base Cost: 3, 1 to maintain.


Time to Cast: 3 seconds


Prerequisite: Shape Fire, Fireproof, Fire Vision.


Item: (a) Staff, Wand, Jewelry or Clothing. Energy
Cost to Create: 350 points. (b)
Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points.

Poison Fire Regular

This spell causes the smoke created by a fire to become thick and poisonous. Creatures
breathing the smoke suffer damage as if they were in the area of effect of a Stench spell
in addition to suffering the effects of normal smoke.

A fire equivalent to a small campfire will generate one hex of smoke per turn. Outdoors
the smoke will travel downwind, gradually dispersing. Indoors it will fill one hex per turn.
Food cooked in a poison fire will become poisoned and foul-tasting. Characters who eat it
must roll vs. HT or take 1d points of poison damage if eaten. Other objects held in a
poison fire will be covered with noxious soot, which will do 1 point of damage to bare skin
if that item is held, handled or worn for more than a minute.

Duration: 1 minute
Cost: 5, 3 to maintain.

Prerequisite: Shape Fire, Smoke, Stench.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 400 points. Usable only by a
mage. (b) Herbs, wood or other flammable material. When thrown onto an existing flame,
they allow the user to cast this spell. The material is consumed by the spell. Energy Cost
to Create: 50 points.

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Predict Fire Information, resisted by Spell

This spell allows the caster to detect the location, potential danger, and type of any fire or
explosion hazard within 10 hexes for the duration of the spell.

This spell is useful for detecting hidden incendiaries or explosives or bad wiring. If a high
tech mage is using this spell to detect explosives, this spell gives him +4 to his Holdout,
Explosive Ordinance Disposal or Engineer (Combat) skill as appropriate.

If this spell is used to detect a magical or magically hidden explosive or incendiary, the
mage must win a Contest of Skills between his Predict Fire spell and the other mage's
spell skill.

Duration: 10 seconds.
Cost: 2, 1 to maintain.

Time to Cast: 1 minute.


Prerequisite: Create Fire, Detonate.


Item: (a) Staff, Wand or Jewelry. Energy
Cost to Create: 250 points. (b) Clothing or
Jewelry. Works for wearer only. Energy Cost to Create: 200 points.

Puff of Smoke Regular

This spell makes a 3 foot diameter ball of thin smoke to appear from the caster's hand.

The color of the smoke is determined by the caster. The caster can also decide whether
or not the smoke appears silently or with a "pop" or "crackling" sound.

The smoke dissipates normally, but is too thin to obscure vision or interfere with
breathing. It is mostly a neat party trick, though clever mages will come up with better
uses for this spell.
An alternate version
if this spell creates a jet of smoke which emerges from one or more
of the caster's fingertips or from his mouth. It has the same effects as above.

Duration: 3 seconds

Cost: 1 point, can't be maintained.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points. (b) Dust or herbs.
When crushed in the user's hand, they produce a puff of smoke. The material is
consumed by the spell. Energy Cost to Create: 10 points.

Purify Fire/TL Regular, Area

This spell makes a fire or any other chemical, physical or nuclear reaction burn cleanly
producing no byproducts but heat and visible light.

Fires affected by this spell none of the normal byproducts of combustion, except,
perhaps, for carbon dioxide and water.

At higher tech levels, this spell will completely eliminate the chemical effects of fires or
explosions, including poison gas produced by a chemical oxidation or burning (this
includes smoke and tear gas). At TL7+, this spell eliminates the nuclear fallout from
nuclear explosions!

Duration: 1 hour

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Base Cost: 2, 1 to maintain for a small fire (up to the size of a small campfire). If cast as
an area spell, this spell costs 3, 2 to maintain for "normal" fires. Double costs for large or
extremely toxic fires. Triple costs to eliminate radiation.

Time to Cast: 1 minute.


Prerequisite: Magery, Extinguish Fire. At TL7+ also Extinguish Radiation.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. Usable
only by a
mage. (b) Herbs, wood or other flammable material. When thrown onto an existing flame,
they allow the user to cast this spell. The material is consumed by the spell. Energy Cost
to Create: 25 points. (c) This spell can be made permanent on an area. Energy Cost to
Create: 50 times the base cost.

Pyrotechnics Area, resisted by Special

This spell lets the mage produce an area of loud, brightly flashing "fireworks" and choking
smoke.

Characters looking at the area of pyrotechnics must roll vs. DX or be dazzled for 1d
seconds (-3 to Vision rolls). Creatures caught in the area of effect take 1 point of damage
from the collective small explosions and must roll vs. HT or be Deafened for 2d seconds.
In addition, they must roll vs. HT each turn or cough and choke on the lingering smoke.
The smoke persists for about a minute in still, outdoor conditions and disperses normally.

While it lingers, it gives -2 to Vision rolls through the area of effect.

Duration: 1 second, smoke lasts 1 minute.


Base Cost: 3 points, same to maintain.


Prerequisite: Magery, Puff of Smoke, Fireworks.


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

Read Ashes Area, Information, resisted by IQ

When the mage casts this spell, he will know if any fires were kindled in the area of effect,
how they started, how big they were, when they lasted and how long they lasted.

The older the fire, the less detailed the information will be. If fires are commonly kindled in
an area, the mage can limit the scope of the spell to only fires kindled for a certain
purpose or within a certain scope of time.

If a person who starts a fire would wish to remain anonymous, they get a roll vs. IQ to
resist.

This is also a Knowledge spell.


Base Cost: 1/2 point. Can't be maintained.


Time to Cast: 10 seconds.


Prerequisites: History, Fire Sign, Predict Fire.


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

Regulate Fire Regular, Area

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This spell allows the mage to regulate the rate at which a fire spreads, or the rate and
temperature at which it burns.

Use of this spell allows a fire to burn at a constant rate or temperature. In addition to the
obvious useful benefits, this spell allows the heat or duration of a fire to be increased or
decreased by up to 50%.

The spell ends when the fire consumes all its fuel or when the caster wishes it to end.

Duration: 12 hours

Cost: 2, 1 to maintain for a small fire (up to a small campfire in size). If cast as an area
spell, the cost is 3, 2 to maintain. Double cost if the fire to be regulated is extremely hot or
extremely variable.

Time to Cast: 1 minute.


Prerequisites: Shape Fire, Extinguish Fire.


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Brazier or other
container. Any fire kindled in the container can be regulated by a word of command.
Energy Cost to Create: 500 points.

Rocket Missile

This spell creates a long-range missile that will explode on contact with its target, possibly
setting flammable materials on fire. Otherwise, this spell is like the Fireball (q.v.) spell.
The missile has SS 13, Acc +4, 1/2D 150, Max 300. It is targeted using the Spell
Throwing (Fireball) spell.

Cost: 2 per die of damage done up to 3d


Prerequisite: 2 seconds per die of damage.


Prerequisite: Magery, Fireball


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

Robe of Flame Regular, resisted by IQ

The subject's clothing or armor bursts into flame, but he is not harmed in any way.

The flames give off light and heat equivalent to a campfire and will do damage to anyone
who touches the subject (1d-2 damage per turn).

Alternately, this spell replaces the subject's clothes with flames or creates clothing of
flames over his normal clothing. The flame clothing can be of any type and style the mage
can imagine.
At the mage's
option, inflammable objects that touch the robes are not harmed, though
living creatures who touch the robes will always be burned.
Unwilling subjects resist with IQ.

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

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Prerequisite: Magery, Fireproof, Create Fire
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.

Seek Cold Information, resisted by IQ

This spell allows the mage to detect the nearest source of cold. In other respects this
spell is identical to the Seek Heat spell.

This is also an Air spell.

Cost: 1 point. Can't be maintained.


Prerequisite: Seek Fire.


Item: (a) Staff, Wand or Jewelry. Must include a clear gem worth $50. Energy Cost to
Create: 100 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to
Create: 50 points.

Author: Adapted from Anthony Jackson.


Seek Fire Information, resisted by IQ

Tells the caster the direction and approximate distance of the nearest significant flame
source or combustible material. This spell uses the long-distance modifiers (M p. 10).

The mage may exclude certain types of fires or known fires if he mentions them before
casting the spell.

If the owner or user of the fire wishes to keep the fire's location secret, he may roll vs. IQ
to resist.

Cost: 3 points.

Time to Cast: 10 seconds.


Prerequisites: Magery, Fire Sign


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

Seek Heat Information, resisted by IQ

This spell allows the mage to detect the nearest source of heat. If he wishes, the caster
may exclude known hot spots, or heat sources below a minimum temperature. He may
also search for certain "heat signatures" that he is personally familiar with through use of
the Infravision spell or advantage, or through high-tech thermographic sensors.

If this spell is used to detect hidden characters or items, the character (or owner of the
item) may roll vs. IQ to resist. This spell can also be fooled by magic spells or high-tech
devices that alter heat signatures. In this case, the mage must win a Contest of spell skills
against the other spell, or the Sensor Rating of the device.

Cost: 1 point. Can't be maintained.


Prerequisite: Seek Fire.

Item: (a) Staff, Wand or Jewelry. Must include a ruby worth $50. Energy Cost to Create:

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100 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 50
points.

Author: Adapted from Anthony Jackson.


Shape Smoke Regular

This spell is identical to the Shape Air spell, except that it will only work for smoke and
other products of imperfect combustion. It won't work against poison gas unless the gas
was released as a byproduct of a fire.

If this spell is used to keep smoke or gas out of the subject's face, the subject gets +2 to
HT rolls to avoid its effects, or +4 if the smoke isn't particularly dense.

This spell is also an Air spell. It may be used as a prerequisite for the Shape Air spell or
may substitute for any spell that requires Shape Air as a prerequisite.

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

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Clothing or
Jewelry. Works for wearer only. Shapes smoke so that it stays out of the wearer's face.
Energy Cost to Create: 25 points.

Shaped-Charge Fireball Missile

Author: David Pulver (GURPS Technomancer)


Smoke Area, resisted by HT

This spell creates a hex of thick smoke in the color of the caster's choice.

The smoke dissipates normally, but blocks vision (-5 to Vision rolls), and causes minor
choking and irritation to the eyes.

Any character caught in a smoke hex must roll vs. HT or be blinded and begin to choke.
Affected characters are at an additional -5 to Vision rolls (in addition to the -5 for the
obscuring effects of the smoke, so they are effectively blind) and are at -2 to all skills and
abilities due to the effects of coughing. Blindness and coughing persist for 1d turns after
the victim exits the smoke.

Characters who have sealed eye protection (like goggles) are immune to blindness.
Characters with a sealed air supply or a gas mask are immune to choking. Characters
who close their eyes or hold their breath are immune to blinding or choking as
appropriate.
Characters who
spend more than a minute in a smoke take 1 point of damage per minute
from smoke.

Duration: 1 minute (less if dispersed by wind)


Base Cost: 3, half to maintain


Prerequisite: Create Fire, Puff of Smoke


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) A small bag of

34/39
herbs, sawdust or other flammable material. When a flame source is applied to it, a
smoke hex is created. The material is consumed by the spell. Energy Cost to Create: 25
points.

Smoke Bomb Regular

This spell creates a small, fragile, egg-like missile that the mage can throw.

The smoke bombs will burst when in the hex where they land, producing thick, billowing
clouds of black smoke like that produced by the Smoke spell (q.v.).

The cloud fills 7 hexes instantly, centered on the spot where the smoke bomb broke. The
smoke gradually dissipates, completely dispersing after 1 minute. It can be completely
blown away by Air Jet or other air-moving spell, or removed with Purify Air.

Smoke Bombs use the Throwing skill and have the same characteristics as a thrown
rock, except that they do no damage if they hit a living creature.
Smoke bombs must be thrown within 3 seconds after they are created
or the missile
vanishes and the spell fails.

Duration: 3 seconds (smoke lasts 1 minute)


Cost: 4 points, 1 to maintain.


Time to Cast: 3 seconds


Prerequisite: Magery, Smoke


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Sling, Stone Bow
or Prodd Crossbow. Any stone fired from the weapon turns into a Smoke Bomb. Energy
Cost to Create: 350 points. (c) Smoke Egg GURPS Magic Items 2, p. 86. Energy Cost to
Create: 40 points.

Author: Adapted from GURPS Magic Items 2


Smoke Rings Regular

This spell allows the mage to control the smoke from a pipe or similar item.
He can make the smoke change color, form rings or shapes, or move in a certain

direction, limited only by his imagination.


The smoke produced and controlled by this spell is too thin to obscure vision or cause
breathing difficulties. It might give the mage +1 to reaction rolls or Social skills when
dealing with people who aren't used to wizards and magic.

This is also an Air spell.


Duration: 10 minutes or the duration of one bowl of tobacco, whichever is more.


Cost: 1 point, same to maintain.


Item: (a) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 30 points. (b)
Smoke-Ring Pipe GURPS Magic Items 2, p. 104. Energy Cost to Create: 25 points.

Author: Adapted from GURPS Magic Items 2.


Smoky Fire Regular

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This spell makes a fire to emit huge amounts of smoke, turning the fire hex and any
adjacent hexes into Smoke (q.v.) hexes.

If this spell is maintained, the fire will continue to fill the area with smoke. Outdoors, the
smoke will blow downwind and will gradually be dispersed. Inside, the smoke spreads
evenly in all directions. Smoke is produced at the rate of 1 hex per turn.

Duration: 10 seconds.

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

Prerequisite: Magery, Fire Burst, Smoke


Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) A brazier or other
container. Any fire produced in it will be affected by this spell. Energy Cost to Create: 400
points. (c) A small bag of herbs, sawdust or other flammable material. When thrown into a
fire, it casts this spell. The material is consumed by the spell. Energy Cost to Create: 30
points.

Spark Swarm Regular

This spell creates a dozen tiny fireballs that can be used to distract or damage opponents
or set fires.

Each casting of this spell creates 12 tiny fireballs that the mage can move at Move 10. By
concentrating, the mage can command the entire swarm or selected parts of the swarm.
However, he cannot command different parts of the swarm to do different things. The
fireballs can be made to go in different directions, but they couldn't be commanded to
move in different ways or do different things. If the mage elects to command just part of
the swarm, the rest of the swarm hovers motionless. The swarm cannot go more than 20
hexes from the mage's position.

The fireballs can be used for one of three tasks. The entire swarm can be used to distract
an opponent by swirling around him. This gives him -2 to hit with weapons, makes it
impossible to aim ranged weapons, and gives him -2 to Vision rolls or any skill which
requires concentration. If half the swarm is used, the foe is at -1 to hit and Vision.

Individual fireballs can be used as missiles. Each missile is targeted individually and has
SS 12, Acc 0, 1/2D N/A and Max 20 and is targeted using the Spell Throwing (Fireball)
skill. If the fireball hits it does 1 point of damage before dissipating. If the mage fires at
least 5 fireballs at a single target, he gets +1 to hit. If he fires all 10 missiles at single
target, he gets +2 to hit. He can aim at multiple targets in roughly the same direction but
each victim is targeted at -2 to skill.

Fireballs can also be used to start fires. If the target is unresisting, the fireball will strike it
automatically, instantly setting it on fire if it is readily flammable. This is a impressive way
to light candelabras or torches!

After 10 seconds, any unused fireballs wink out of existence.


Duration: 10 seconds.

Cost: 3, can't be maintained.


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Time to Cast: 3 seconds
Prerequisites: Fire Spray, Dancing Flames

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

Spheres of Devastation Missile

Author: Curtis M. Scott (GURPS Conan)


Sunblock Regular; Resisted by Sunburn

Author: Elizabeth McCoy and Walter Milliken (From Student's Guide to New Magical
Opportunities at Illuminati University, Pyramid 32)

Sunburn Regular; Resisted by protective spells

Author: Elizabeth McCoy and Walter Milliken (From Student's Guide to New Magical
Opportunities at Illuminati University, Pyramid 32)

Tomb of Fire Regular, Resisted by HT

This spell puts the victim into suspended animation and engulfs him in a pillar of eternal
flame.

The flames completely fill the subject's hex and surrounding hexes and reach a height of
10 feet (or twice the height of the victim, whichever is more).

While in stasis, the subject and his possessions are immune to flame damage. Other
characters who attempt to enter the flames take normal flame damage. The "tomb" will
also set flammable objects on fire.

A mage who casts this spell on himself may elect to stay awake and can move around in
the fiery area for the duration of the spell.

Duration: Permanent

to reverse the enchantment.
Cost: 10 points, 6 points

Prerequisite: Magery 2, Fireproof, Eternal Flame.


Item: Staff, Wand or Jewelry. 600 points. Usable only
by a mage.

Walk on Fire Regular

Author: Lee Gold (GURPS Japan)


Wall of Fire Area, resisted by DX

This spell creates a wall of fire 8 feet tall and 1 hex wide that will burn things and block
visibility.

The fire created emits heat equal to that of a small campfire, though the flames
themselves burn fiercely and block visibility through the wall. The mage can make the fire
hotter by expending more Fatigue.

A Wall of Fire must always be rooted on the ground and will never appear where there is
solid matter (like inside an opponent). If cast in the same hex as another object, the wall
of fire will appear next to the object. It is up to the caster which side of the wall the object

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is on.
A wall of fire can be curved and multiple hexes of fire can be used to block passages or
form pens, but the height of the wall can never exceed 8 feet (or the height of the ceiling if
cast indoors, whichever is lower).

Three hexes of wall can be curved to enclose a single hex. A victim trapped next to a wall
of fire takes 1d-2 points of fire and heat damage per turn. If the victim can move at
sufficiently far away from the flames, he is safe no matter how hot they get. There is also
nothing to prevent the subject from jumping through the flames to escape them. If a Wall
of Fire is used to trap a victim, the subject may roll vs. DX to avoid being penned in.

Optionally, the caster can make the fire shed heat to one side only (determined before
casting begins).

The first level of this spell creates heat equivalent to that of a small campfire. This will do
1d-2 points of damage per turn to any object or person held to the flames and will set
Class A and B flammables on fire in 1 turn. Class C and D flammables will start to burn in
four seconds.

The second level of the spell creates heat equivalent to a bonfire. This will do 1d points of
damage per turn to any object or person held to the flames and will set most flammable
materials on fire in 1 second. Materials such as heavy wood, coal, or leather take several
seconds to ignite. Characters one hex away from the flames will be very uncomfortable
but will take no damage.

The third level of this spell produces heat equivalent to a white phosphorous shell or
acetylene torch. This will do 1d+2 points of damage per turn to any object or person held
to the flame. Any flammable object held to the flame will start to burn immediately.
Flammable objects 1 hex from the flames will ignite within 2d seconds. People 1 hex from
the flames take 1d-1 points of damage per turn. People 2 to 4 hexes from the flames take
1d-3 damage per turn.

Duration: 1 minute.

Base Cost: Level 1: 2 per hex, 1 per hex to maintain. Level 2: 4 per hex, 2 per hex to
maintain. Level 3: 8 per hex, 4 per hex to maintain. See spell description for details.

Time to Cast: 3 seconds.


Prerequisite: Magery, Create Fire.


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

Wall of Smoke Area

This spell is identical to the Wall of Fire spell, but the caster creates a swirling, thick wall
of Smoke like that created by the Smoke spell.

Unlike normal smoke, the stuff created by this spell remains stationary and can't be
dispersed by wind for the duration of the spell. Vision through a wall of smoke is
completely blocked.

Duration: 1 minute

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Base Cost: 4 per hex, half to maintain
Prerequisite: Magery, Smoke

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

Warmer Regular, resisted by IQ

This spell makes any solid object comfortably warm to the touch as if they had just been
ironed or warmed by a fire or heater.
Since the mage can specify the temperature of the item (anywhere from 55 to 120
degrees) this spell can be used to keep clothing warm in winter (+1 to HT or Survival rolls
to avoid cold injury), help keep injured or sick patients warm or cool (+1 to relevant First
Aid or Physician rolls, or +2 if treating cold injury).

If this spell is cast in hot temperatures, subjects get +1 to HT rolls to resist heat injury if
they are wearing heavy or bulky clothing if this spell is used to cool their clothes below the
ambient air temperature. If the spell used to warm their clothes, they get -1 to HT rolls. If
the subject is wearing loose clothing, there is no penalty or bonus either way. Unwilling
subjects get a roll vs. IQ to resist this spell.

Clever mages will find other uses for this spell, such as warming a chair so that it appears
to be recently occupied, incubating eggs, melting butter or keeping food warm.

Duration: 10 minutes
Cost: 1 for a small object
weighing 1 lb. or less (e.g., hand warmer, coffee mug), 2 for
one or more objects weighing up to 10 lbs. (e.g., suit of clothing, bedclothes, pot of food),
3 per 100 lbs. of material, half to maintain (minimum 1).

Prerequisite: Warm

Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Any object can
have this spell cast on it for 50 times the base cost if the user or wearer can control the
temperature. If the temperature of the item is fixed when the spell is cast, it costs 25 times
the base cost.

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