GURPS Harry Potter

Copyright © 2002 By Thomas Barnes Introduction
Several months ago, I finally broke down and read one of the Harry Potter books. Like everyone else, I became addicted. I quickly read all four books in the series in quick succession and then re-read them. As I read, I kept wondering if J.K. Rowling was a former gamer, because the parameters of her world were so carefully thought out. Underneath the prep school fantasy, there was a tautly constructed world with its own internal logic that begged to be further fleshed out. This variant requires GURPS Basic at the very least. A full-fledged GURPS Harry Potter campaign requires GURPS Compendium I, Grimoire and Magic as well. GURPS Bestiary, Fantasy Bestiary, Fantasy Folk and Undead are handy, but not essential. Sources: My sources for this variant are, of course, the four Harry Potter books by J.K. Rowling, plus the two “Harry’s Books” books she did for Comic Relief. In the few cases where a species of creature or a character isn’t fully described in the books, I have attempted to fill in the gaps using information from the movie. Where the movie and the books disagree, I have chosen the books as “canon.” In a very few cases (specifically, middle names of characters and monetary values), I have used online transcripts of J.K. Rowling’s question and answer sessions with fans that were aired on BBC radio. When necessary, I have filled in the gaps as best I could. Spoiler Alert Throughout the text, I assume that the reader has read all four available books in the series. For the few thousand or so literate people left on the planet who haven’t read the books, this is your warning. Some sections, especially the Characters and Equipment sections, contain information that will give away important plot developments. If you can’t enjoy a book if you know how it’s going to end, don’t read the Characters section or the Equipment section. You have been warned.

The World of Harry Potter
The world of Harry Potter is an alternative fantasy setting. Like Ars Magica, wizards keep themselves apart from the mundane world. Like Shadowrun or GURPS Technomancer or Cabal, mages have adapted to the modern world. Unlike any of these settings, the world of Harry Potter is basically peaceful and optimistic. Wizards expect make the world a better place by working for a bureaucracy or going into business, not by conquering or controlling the world. They learn spells to handle the everyday problems of life and relatively non-violent self-defense spells. Under the surface, however, the world of Harry Potter offers marvelous dramatic tension. Evil wizards are a constant threat; presumably Voldemort and his supporters are only the latest in a line of power-hungry sorcerers. The Ministry of Magic has a tremendous job to do to keep the existence of magic a secret. Tensions between the wizards and the other magical races in the world presumably could take a turn for the worse. The goblins, barely mentioned in the book, are a dangerous and aloof race that have rebelled against wizardly hegemony several times over the centuries. The centaurs and merfolk, although they keep to themselves, could decide to turn on humankind if sufficiently provoked. There are all manner of magical beasts to be captured, killed or studied and all types of muggles to be protected from themselves. Finally, and most obviously, there is the appeal of a Hogwarts school campaign, where student witches and wizards attempt to learn magic while dealing with the troubles of growing up. Wizarding Society

Wizards (male mages) and Witches (female mages) occasionally refer to the magical world as the “wizarding world” and the term “wizarding” can be applied as an adjective to any institution that functions in the magical world, for example, Gringott’s Wizarding Bank. Technology: Wizarding culture is very much like that of modern Great Britain, but is retarded in its technological development. Wizards prefer to use magic or old-fashioned technology that borders between TL5/6 and lags at least one Tech Level behind that of the mundane world. Wizarding technology is especially retarded by the fact that high levels of magic interfere with electric and electronic signals. Unless it is specifically-enchanted to work in a wizard’s household, high-tech gadgets such as power tools and computers won’t work properly. Culture: Because of this social retardation, and the fact that wizards are much longer-lived than “muggles” (mundane folk); their society is a bit more formal. Wizards and witches are likely to live in half-timbered storefronts or cottages, or ancient manor-houses rather than terrace houses or flats. Men often wear oldfashioned suits to work, although robes are an acceptable, traditional garment for both sexes. At the same time, wizarding society is nothing if not eccentric. As long as wizard doesn’t make a pest of himself, he can dress as he chooses in styles that are much more flamboyant than those of the mundane world. A famous author can dress in turquoise-colored robes that match his eyes or a top government official can dress in a bright green suit with a lime green bowler hat and not raise eyebrows. This freedom extends to other aspects of a wizard’s personal life. If wizard wishes to raise fantastic beasts or conduct strange experiments, as long as he doesn’t break any laws, or annoy the neighbors, few people will care.

Becoming a Wizard or Witch
Witches and Wizards are born, not made: you either have the “wizard gene” or you don’t. As a guess, there are probably no more than 100,000 magically-aware people in Great Britain (which has a population of approximately 60 million). In magic-using families, magical powers manifest themselves regularly. A nonmage born to mage parents is a tragic oddity, rather like a child born with birth defects or mental retardation would be to ordinary parents. Wizards born to mundane parents are also an oddity, with perhaps one mage born out of every million children. Those with Magery eventually spontaneously show their powers as children. As a rule of thumb, the more gifted the mage, the earlier and more frequently his powers manifest. Though wizards might be able to increase their power (level of Magery) through training, such a thing is unlikely. For most mages, the level of magical power you have is innate and cannot be improved. Small children who are wizard-born are trained, educated and supervised by their parents until they are about 11 years old. The odd muggle-born wizard appears to be a normal child for the first few years of life. As they get older and are subjected to more stress, odd things begin to happen around them. The Ministry of Magic has officials who are in charge of monitoring unexplained and unauthorized uses of magic, so they will quickly be able to identify a muggle-born witch or wizard. The MoM will covertly monitor the child’s activities while assessing her magical potential and taking steps to keep the child’s powers a secret. When the child reaches early puberty (approximately 11 years old), representatives of the MoM will approach the child’s parents and, with their cooperation introduce the child to the wizarding world. Whether wizard- or muggle-born, at 11-12 years of age all young witches and wizards enter either a boarding school or some sort of training program that lasts until they are 18. At 18, they are considered to be adults and are expected to join the work force. Some witches and wizards choose to continue their magical studies. They either do fieldwork (often sponsored by the Ministry of Magic) or return to a prep school to teach. A few wizards choose to go adventuring. They are usually employed by an institution that funds their work in exchange for a share of the proceeds. For example, Gringott’s Bank has a team of professional treasure hunters. Barring calamity or disgrace, wizards work until they reach old age (perhaps 90-100 years), before retiring.

Wizards and witches live to be approximately 150-200 years old.

Living in the Wizarding World
In Magical Great Britain, the most important concern is secrecy. Wizards must live alongside a vast population of muggles on a crowded island. In addition to concealing their own existence, they must also hide the very existence of magic, which includes controlling the activities of powerful and pesky magical creatures such as dragons, selkies and house-elves. Wizards must also hide areas of magical activity, including dealing with “accidental” magic use in areas where muggles can see it. Perhaps because of this, wizards have developed their own foods, sports, money, transportation system and government that exist, secretly, in parallel with the mundane world. Food: Wizard food (at least in the British Isles) tends to be traditional British fare - heavy on meat, carbohydrates and fat. Unlike the stereotypically drab English food of the mundane world, wizarding food is (or is expected to be) delicious. However, wizards are much more tolerant of magical or unusuallyflavored sweets. For example, Bernie Bott's Every Flavor Beans are jellybeans with flavors ranging from toast to blueberry to vomit or earwax. Certain types of candy can actually be dangerous practical jokes! Clothing: As described above, wizards tend to dress in eccentric, flamboyant fashions. Robes are traditional and fashionable for both sexes. Hats, including the traditional brimmed, pointed “witches hat” are also fairly common. Younger wizards follow mundane fashions more closely, although they add their own unique flair to any outfit. Employees of the Ministry of Magic tend to wear either green robes or green suits. Brightly colored bowler hats and conservatively-cut cloaks are fashionable accessories. Hairstyles tend to be practical, but with a greater tendency for both men and women to wear their hair long. Wizards often grow facial hair, frequently worn in unusual styles. Housing: Wizards seem to prefer old-fashioned accommodations, such as half-timber cottages or old manor-houses hidden away from any local towns. Possibly, this is out of tradition, but isolated structures are easy to hide, and presumably dwellings purchased or inherited from an older wizard will already have the appropriate obscuring spells in place. Education: Wizarding education is roughly based on the mundane British system of education. At age 11, sufficiently-talented witches and wizards are invited to attend a magical boarding school (although Hogwarts is not a “public” school in the traditional sense). Less-talented or poorer students presumably go into vocational programs or “comprehensive” schools, which are usually day schools. Boarding and comprehensive schools are further divided into “houses” which function as dormitories and social units for the students. The different houses compete against one another in sports and athletics for an overall school championship. In some cases, inter-house rivalries can be intense. Friends and enemies made during a wizard’s school years often carry over into their adult life. The network of graduates from a particular school or house can be a powerful Patron; cliques of mundane public school graduates gave rise to the term “Old Boy Network.” Discipline within a school is provided by the faculty, who also serve as live-in chaperons for boarding school students and serve as the heads of a particular house. Assisting the faculty in maintaining order are the prefects - upper-level students chosen for their good character and leadership ability. Prefects can assign minor punishments for infractions. The heads of the prefects and the spokespersons for the student body are the Head Boy and/or the Head Girl. The Head Boy/Girl is responsible for student discipline among all the houses and is chosen on the basis of leadership ability, good character and academic achievement. Being chosen prefect or head boy/girl is a great honor, worth a positive reputation. Faculty, staff, prefects and the head boy/girl are all in charge of disciplining students for various infractions. For relatively minor offenses, students lose “points” from their house in the inter-house competition, the resulting shame and peer pressure keeps trouble-makers in line. At Hogwarts, prefects can dock students up to 5 points per offense. The head boy or girl can dock students up to 10 points. Faculty and Staff can dock

students up to 50 points per offense. More serious offenses result in the offender getting detention. Detention can either be an enforced study hall or some sort of unpleasant physical labor. Extremely serious infractions of the rules can result in suspension or expulsion from the school. Balancing the punishments are rewards for good behavior. In addition to the promise of being appointed prefect or head boy/girl, students who do particularly well in class or who otherwise distinguish themselves gain points for their house. Elementary education for wizards works differently than that for mundane children. Wizard-born children presumably attend local wizarding day schools or are tutored at home. Muggle-born wizards attend a mundane boarding or day school. Elementary school grades are referred to as the “lower forms.” Juniorhigh and high-school grades are referred to as “upper forms.” Wizarding school students are expected to take comprehensive examinations in particular areas of magic when they reach age 16 (5th year). These tests are called “Ordinary Wizarding Levels” or O.W.L.s. In GURPS terms, a wizard who has passed his O.W.L.s has a skill of at least 12 in a particular spell or subject. In the student’s last year (7th year), they may elect to take more advanced tests called “Nastily Exhausting Wizard Tests” or N.E.W.T.s. In GURPS terms, a wizard who has passed his N.E.W.T.s in an area has a skill of 15 or better. These tests mimic mundane educational testing in the U.K. By the end of his schooling, a boarding school-trained wizard will be fully qualified in most areas of study. There are no wizarding universities in the U.K., though they might exist elsewhere. Transportation: Wizards tend to avoid mundane transportation, as much for convenience as out of necessity. Magic transport is faster and more convenient than mundane travel. Wizard and witches skilled in its use travel by Apportation (the Teleportation spell). Use of apportation requires the wizard to pass a test given by the Ministry of Magic. Since apportation is restricted to adult mages, passing your apportation test is a rite of passage, a bit like getting a driver’s license in the mundane world. Wizards who choose not to use Apportation (such as underage wizards or wizards with small children) use a variant of the Teleportation spell called “Floo Powder.” Floo powder is an ash-like powder that allows the mage to travel from one enchanted hearth to another. Wizarding houses and businesses are “hooked up” (enchanted) to the “Floo Network” in the same way that a modern house might be hooked to the electric grid. Still other wizards and witches prefer to travel by flying broom, or, more rarely by flying beast. Wizards who choose this method of travel must be careful to travel at night or to use the appropriate protective spells - such as invisibility. Occasionally, a wizard will choose to travel by automobile. Magically-enchanted cars and busses exist. Most are enchanted so that they can teleport and so that space “bends” around them allowing them to avoid collisions and pass through gaps in traffic. They are also presumably enchanted with some sort of spell that keeps muggles from noticing their odd powers. Government: The wizarding world (at least in Great Britain) is run by a benevolent bureaucratic oligarchy called the Ministry of Magic. The MoM is all-pervasive in wizarding life, and is responsible not only for enforcing wizarding law, but also keeping magic secret, regulating magic trade, educating children, providing defense, and supervising most public aspects of wizarding life. It is roughly based on the modern U.K. government. The International Confederation of Wizards coordinates wizarding policies worldwide and presumably deals with disputes between member states. In this respect, the ICW is similar to the European Union or the United Nations, but with more enforcement powers. Law Enforcement: Law Enforcement is controlled by the Ministry of Magic and many (if not most) MoM employees have legal enforcement powers. Wizarding law boils down to the principles of “Don’t hurt people or expose them to danger.” and “Don’t let the muggles know that magic exists.” Serious crimes including murder or using magic to take over another’s body or to cause them pain. Depending on the

severity of the offense, punishments could include a written reprimand, a fine or imprisonment. The MoM maintains a high-security magical prison called Azkaban located on an island someplace in the Atlantic Ocean. Games and Sports: Wizarding games are similar to mundane card and board games, but always incorporate magic. A popular card game is called Exploding Snap, presumably because the loser’s cards “explode” at the end of the game. Chess is also popular, but wizard chess uses animated pieces with personalities of their own. The most popular sport by far is quiddich - a team sport played while riding flying broomsticks. Quiddich is played worldwide, with the best national teams competing every four years in the World Quiddich Cup matches. The final games attract hundreds of thousands of fans from around the world. Professional quiddich players are local or even world-wide celebrities. Wizards also enjoy novelty items. Clever enchanted gag items are popular with children and many adult wizards. Money: Wizard currency is different than mundane currency, although it mundane currency and wizarding currency can be converted, either by magic or at the usual rate of exchange for precious metals. The only bank in magical Great Britain is Gringott’s Wizarding Bank, which is run by goblins and extremely well guarded. Wizard money comes in three denominations:

• • •

Knuts: Small bronze coins, worth about $0.015 (1.5 U.S. cents). Sickles: Silver-colored coins, worth about $0.43 (43 U.S. cents). Galleons: Large gold-colored coins, worth about $7.35 U.S.

Conversion rates between the denominations are as follows: • • • 29 Knuts = 1 sickle. 17 sickles = 1 galleon. 493 = Knuts = 1 galleon.

J.K Rowling describes the galleon as being worth approximately ₤5, although the exchange rate varies. The U.S. $ converts to the Pound Sterling at approximately 1.5:1. Although the coins are described as being bronze-, silver- and gold-colored, like most other currencies they don't seem to have much actual precious metal in them; otherwise they would have to be much smaller than described. It is possible, however, that Knuts and sickles are really made of bronze and silver. If the GM chooses this option, he can assume that 17 sickles weight an ounce and that 493 Knuts make a pound of bronze. Prices for goods are roughly in line with prices for mundane goods in the UK - approximately 50% more than an equivalent item would cost in the U.S. Converting $ prices for goods directly to prices in ₤ gives a good approximation of prices and general cost of living in the UK, although in major metropolitan areas (especially London) prices can be higher. That said, the Harry Potter books don’t mention prices except in passing and then only for “color.” Instead of keeping track of every Knut, the GM should handle money in an abstract fashion. Poor or Struggling characters must scrimp to survive. Characters with Average wealth need to watch their money but can afford small luxuries, and characters with Comfortable or better Wealth don’t usually have to worry about the state of their finances. Like the wizards, leave accounting to the Goblins.

The Ministry of Magic
As described above, the Ministry of Magic functions as the wizarding government, police force and regulatory agency. MoM leaders are appointed based on merit rather than directly elected. Lower-level MoM employees are selected based on ability, and because of this the MoM gives employees a fair amount of latitude in how they should perform their duties. A body called the Council of Mages is responsible for appointing and supervising MoM employees. The head of the Ministry of Magic is called the Minister of Magic. He is responsible to the Council of Mages, which is part of the International Confederation of Wizards. In times of crisis, he also acts as a covert liaison to the Prime Minister of the UK. The MoM is divided into seven departments, all of which seem to be vaguely related to each other. To add to the confusion, each department has dozens of agencies, offices, branches and committees, and departments occasionally delegate or transfer certain operations to other departments! Characters dealing with the MoM should get the impression that it is a well-meaning, confusing, somewhat disorganized operation, which nevertheless manages to be moderately efficient in fulfilling its duties. The GM should feel free to invent or adapt MoM departments as necessary to make the campaign more interesting or confusing, adding satirical references to current UK governmental organizations and policies as desired. Some of the more notable MoM departments are listed below, along with their “portfolios” and possible sub-departments. Department of International Magical Cooperation This office coordinates the affairs of the various national wizards’ councils, regulates international trade in magical items, sets international standards for magic items, equipment, supplies, etc. They also arrange international wizarding conferences and events, such as World Cup Quiddich matches. Department of Magical Games and Sports This department oversees magical sports and contests, such as Quiddich leagues, spell tournaments, etc. It’s most important regular duty is providing security, crowd control and referees for professional quiddich matches. Finally, the Department of Magical Games and Sports provides oversight for the professional Quiddich league and acts as final rules authority for the sport. It is common for a retired professional quiddich player to head this department. Department of Magical Law Enforcement This is the largest department of the Ministry of Magic and all other departments, except, possibly the Department of Mysteries are answerable to it to some degree. Committee on Experimental Charms: This bureau deals with new magic devices or magically-created beasts. It has the power to punish people who break its regulations. As of 1965, it has been illegal to breed new magical creatures in Great Britain. Improper Use of Magic Office: This office searches for muggle-born children with magic powers, keeps tabs on underaged or unlicensed mages, reprimands and levies penalties against people who improperly use magic and cleans up after accidents involving muggles and underaged or unlicensed mages. Given the scope of its operations, it is one of the larger departments. Magical Law Enforcement Squad: This is the Ministry of Magic “SWAT Team.” It consists of “hit wizards” who are specifically trained to deal with rogue wizards, capturing or killing them as necessary. Members of this department have at least 10 points in Legal Enforcement Powers. Misuse of Muggle Artifacts Office: Currently staffed by Arthur Weasley & Mr. Perkins. It regulates the enchantment of muggle artifacts, keeps enchanted artifacts out of muggle hands, and cleans up after accidents involving muggles and enchanted artifacts. Department of Magical Catastrophes

This department deals with magical accidents, especially those that threaten wizarding society or which have the potential to reveal the existence of magic to muggles. Members of this department are commonly called in when a wizard uses magic where muggles can see it. The department also works with other departments to cover up other magical catastrophes, such as those caused by roving magic beasts or enchanted muggle artifacts. Accidental Magic Reversal Squad: This unit deals with the magical and mundane fallout from spells gone bad or wizards who harass, injure or kill muggles. Most members of this department are "Obliviators" who use spells to erase muggles' memories of magical events or supernatural creatures. Office of Misinformation: This office is responsible for coming up with “mundane” explanations for magical events that are so large that they can’t be hidden. They are responsible for revealing “hoaxes,” exposing muggle observers as “crackpots” or coming up with “scientific” explanations for magical events. Department of Mysteries This department is separate from other departments in the MoM and does not answer to any of them. They are responsible for top secret affairs in the wizarding world. Members of this department are commonly referred to as "Unspeakables" since they cannot speak about their work. Department for the Regulation and Control of Magical Creatures This department is responsible for regulating magical “beasts” and acting as a liaison between the wizarding community and the other magical races of “beings” and “spirits.” Committee for the Disposal of Dangerous Creatures: This group disposes of dangerous magical creatures, whether beast, being or spirit. A “dangerous” creature can be anything that poses a hazard to those around it or which threatens to reveal the existence of magic to muggles. Beast Division This section deals with unintelligent or “uncivilized” magical creatures, regardless of their appearance. (In GURPS terms, any creature with the Presentient or Bestial disadvantages and/or an IQ of 7 or less.) It also regulates several races of magical beings that, for philosophical reasons, preferred to be considered “beasts” rather than “beings” and in consequence manage their own political affairs separate from the wizarding community. Centaur Liaison Office: In theory, this office coordinates the affairs of wizards and centaurs, in the same way that the Goblin Liaison office coordinates goblin-wizard affairs. In practice it does nothing, since no centaur has approached the office. As a result, it's a dumping ground for unwanted, soon to be fired, MoM employees. Being sent to the “Centaur Office” is a MoM in-joke. Dragon Research and Restraint Unit: This office studies dragons, regulates the trade in dragon parts and eggs and captures, relocates or kills “problem” dragons. Ghoul Task Force: Relocates ghouls that live in houses that have passed into muggle hands. Similar to the House Elf Relocation Squad. Merpeople Liaison Office: This office coordinates the affairs of wizards with those of the merfolk. Since the Merfolk, like the Centaurs, manage their own affairs this is another MoM dumping ground. Office for House Elf Relocation: This unit is responsible for finding, removing and relocating house elves that live in muggles' houses. This is very routine work and quickly becomes dull. Pest Sub-Division: This office assists wizards in disposing of unwanted magical pests, especially if those pests might become dangerous or reveal themselves to muggles. Typical magical pests are gnomes, but under certain circumstances other beasts such as fairies or pixies might also be pests. Werewolf Capture Unit: This group is responsible for locating, capturing and covering up the existence of rogue werewolves who attack people.

Werewolf Registry: This group is responsible for registering werewolves. Presumably one must register as being a werewolf before one can access the services offered by the Werewolf Support Office. Being Division This section deals with intelligent, living magical creatures. Goblin Liaison Office: In the Wizarding world, the goblins exist along side wizards, but have their own culture and government. This office coordinates the affairs of wizards with those of the goblins and settles problems between the two races. Werewolf Support Office: Offers support services to werewolves who wish to live within wizarding society. Spirit Division This section acts as a liaison between the wizards and various magical spirits, notably ghosts.

Hogwarts School
Hogwarts School of Witchcraft and Wizardry is, presumably, the only wizarding boarding school in the British Isles. Its exact location is secret, and its location has been made Unmappable, but from descriptions of the terrain and other references, it is probably located someplace in Scotland, perhaps in the Highlands in the Grampian Mountains (not far from Loch Ness). It was founded sometime in the Middle Ages by the wizards Godric Gryffindor and Salazar Slytherin and the witches Helga Hufflepuff and Rowena Ravenclaw. It appears to be an immense ancient castle set on a mountainside. It has at least four towers, a huge dining hall, classrooms, dormitories, kitchens, a library and all the other necessary facilities required for a large boarding school. While its physical defenses might be antiquated, it doesn’t lack for magical protection. In addition to being unmappable, it has spells on it that prevent people from teleporting in or out of the school or its grounds. It also has a number of muggle-repelling charms on it, so non-magical observers see only a dangerous, ruined castle on a mountaintop. The highly magical nature of the place makes it impossible to use any sort of mundane electronic equipment, so radios, video cameras and computers won’t work. Internally, the layout of the school makes it difficult for intruders to find their way around. The pictures on the wall are animated and the figures in the pictures act as sentries. Passwords are required to gain access to most private or secure areas. The resident ghosts also act as guards. The stairs provide another line of defense. Some are enchanted so that they trap the unwary, others change their position under certain conditions, some are dead-ends. Likewise, many rooms are hidden or hold dangers for the unwary. All of this makes it difficult for new students and faculty to navigate. Presumably, this is intentional. In any case, a roll vs. Area Knowledge (Hogwarts) is required to get from one location within the castle to another without getting lost or waylaid. Outside of the castle are the Hogwarts school grounds. Noteworthy features include the greenhouses and vegetable gardens, the quiddich field and the gamekeeper’s cottage, where Hagrid lives. Near the Quiddich Field is the Whomping Willow, a large, aggressive animated tree. Beyond the gamekeeper’s cottage is the Forbidden Forest, named because it is forbidden for students to go there without faculty or staff supervision. The Forbidden Forest is home to many mysterious and dangerous creatures, including Unicorns and Centaurs. In front of the school there is a large lake, which is home to a giant squid, as well as grindylows and merfolk. Traditionally, first year students are rowed across this lake while returning students are taken by horseless carriage along a road that bypasses the lake. Beyond the lake, there is Hogwarts Station, where the Hogwarts Express drops off and picks up students at the beginning and end of each term. Hogwarts School has approximately 300-400 students, divided into four houses and ranging in age from 11

to 18 years old. In addition, there are approximately a dozen faculty and support staff, about 100 house elf servants and an unknown number of ghosts and other resident supernatural beings.

Other Magical Places
Azkaban: The Prison of Azkaban is the Ministry of Magic’s prison. It consists of a fortress set on a small, barren island, far out to sea. It is currently guarded by dementors (q.v.), so most inmates either go insane or die after a few years on the island. Those who are strong-willed or who have an obsession survive better, as do those who fervently believe in their own innocence - though even they crack in the end. Mages who can turn into animagi seem to survive best - by switching to their beast form, they can use their “animal emotions” to resist the effects of the dementors. In recent memory, only two prisoners have escaped from Azkaban; one by changing identities and appearances with a willing substitute, the other by escaping while in animal form. Diagon Alley: Diagon Alley is the largest wizarding area in the London area. It is accessible through the back yard of the Leaky Cauldron (a wizarding pub, restaurant and inn) or via the Floo network. The Leaky Cauldron is wedged between a record shop and a book shop and is obscured by spells that make it inconspicuous (if not invisible) to muggles. From the outside, it appears to be a grubby, uninviting pub. Inside, it is a much friendlier, more hospitable place. Diagon Alley proper is concealed by a magic door hidden in the wall of the Leaky Cauldron’s back yard. On Diagon Alley itself are dozens of wizarding shops including the Cauldron Shop, an apothecary, Eeylops Owl Emporium, Gringott's Wizarding Bank, Gladrag's Wizarding Wear, Madam Malkin’s Robes, Flourish and Blott's Bookstore, Ollivander’s Wand Shop, Florian Fortescue’s Ice Cream Parlor, Quality Quiddich Supplies, Gambol and Japes wizarding joke shop and the Magical Menagerie. In addition, numerous street vendors add to the confusion. The GM should assume that characters can buy any reasonable, legal wizarding item in Diagon Alley if they hunt for it long enough. Hogsmeade: Just down the road from Hogwarts, close to the Forbidden Forest, is the village of Hogsmeade. It is the largest wizarding community in Great Britain, so it is an attractive destination for retirees and visitors, as well as Hogwarts students. The businesses in the town mostly supply the wants and needs of the staff and students at Hogwarts. Merchants include Honeydukes Sweet Shop, Zonko’s Joke Shop, The Three Broomsticks (a restaurant, pub and inn), the Hogshead Pub (a slightly less savory establishment than the Three Broomsticks), Dervish and Banges (a Wizarding equipment shop and bookstore) and an Owl Post Office. On the outskirts of town, at the top of a small hill is the Shrieking Shack, allegedly the most haunted building in Britain. Set above Hogsmeade are several caves, some of which are very well hidden. Knockturn Alley: Just off of Diagon Alley there is Knockturn Ally a narrow, shady street that seems preternaturally spooky. Shops and vendors on this street deal in goods that the merchants of Diagon Alley won’t touch - either because they are unethical or illegal. One of the more notable merchants of Knockturn alley is Borgin and Burkes - buyers and sellers of illegal or cursed magic items and books of the dark arts. While not overtly violent or dangerous, respectable wizards don’t let their children go down Knockturn Alley. A roll vs. Streetwise (Magic) skill is required to buy or sell gray- or black-market goods on Knockturn Alley. In other situations, Streetwise (Magic) rolls are required to avoid getting duped, pick-pocketed, poisoned, mugged or worse.

Chapter 2 - Characters
Witches and wizards are a diverse and powerful lot. Beginning student wizards (such as those at Hogwarts) should be built on 150 points, Upper form students should be built on 200-250 points. Adult wizards should be built on a minimum of 150 points, and powerful mages could range up to 1,000 points with Voldemort

and Dumbledore are at the top of the range.

Required Advantages
Unusual Background (Mage or Mage-born) (50 or 10 points): In the world of Harry Potter wizards and witches are rare compared to the rest of the population. Wizards must take a 50 point Unusual Background for knowing about magic and being able to use it. Muggle-Born or -Raised mages take a slightly different version of the Unusual Background (Muggle-Born wizard) that gives them Anthropology (Muggle), Psychology (Muggle), and Savior-Faire (Muggle) skills at IQ level. Wizard-born non-mages (called “Squibs”) must take a 10 point Unusual Background. Mundane-born, non-magical characters are called “Muggles” and seldom figure as major characters. Longevity (5 points): Wizards and witches (and presumably Squibs) live a long time compared to normal folks but seem to age at the same rate. Magery (15 points for the first level, 10 points for each additional level thereafter): The essence of being a wizard or witch is the ability to perform magic. In the world of Harry Potter, Magery works differently than described in GURPS Basic Set, although the net cost of the advantage is the same. The most important difference is that mages can use “spontaneous magic,” essentially improvised magic without training. This is treated as the Natural Spell casting advantage. The second important difference is that powerful magic needs to be focused through a wand. Without a wand, a wizard or witch can only cast the most trivial spells, so disarming a foe by taking away his wand is a powerful attack. This is a Limitation (Needs Wand for full power, -25%). The third difference is that “Mage Sense” or “Second Sight” - the ability to sense magic and magic items doesn’t seem to be a standard part of the Magery advantage. This is also a Limitation (No Second Sight. -25%) The final difference is that spells in the world of Harry Potter are easier to learn and default to one another. Treat all spells as if they were one level easier. For example, Mental/Hard spells become Mental/Average. Mental/Very Hard spells become Mental/Hard. Spell defaults are described in detail elsewhere. This is an Enhancement (Easier Spells and Spells Default to Each Other. +50%). The norm for wizards seems to be Magery 2. Talented wizards (such as those chosen to go to Hogwarts or tapped to join the Ministry of Magic) have three levels of Magery or more. Characters with Magery 1 make up the bulk of “working class” wizards. Wizards with Magery 0 (5 points) can cast spells, but are treated as Squibs. Correspondence programs of dubious reliability cater to the social anxieties of less-talented mages and might actually improve levels of Magery, at the GM’s option. Limited Magery: None of the characters described in the novels have Limited Magery, although it’s possible that Hagrid has one level of normal Magery and additional levels of One-College (Animal) Magery. While it is possible for a character to have Limited Magery, it would certainly be considered a problem in the wizarding world, in the same way that Dyslexia or other learning disabilities are treated in the mundane world. Natural Spell casting (15 points): This advantage functions identically to the advantage described in Compendium I, but in the Harry Potter world, characters can cast spells in any extremely stressful situation, not just “life-threatening” ones. This is an Enhancement (Any Stress triggers spell-casting. +25%). Unfortunately, spell-casting is often involuntary and has embarrassing consequences. An untrained mage must roll vs. Will to not cast a spell when it would be embarrassing or risky to do so if he is under extreme stress. For example, a student who is angry with his teacher must roll vs. Will to not cast a spell on her. This is a limitation (Will roll required to avoid inappropriate untrained spell use. -25%).

Trained wizards learn to control their magic, so they don’t have the enhancement or the limitation on this advantage.

Advantages
Administrative Rank (Ministry of Magic): The Ministry of Magic is the government of the wizarding world, at least in Great Britain. Presumably similar bodies exist in other countries. Characters employed by the MoM must take the appropriate Administrative Rank.
Level 6 5 4 3 2 1 0 Title Minister of Magic Deputy Minister Senior Department Head Assistant Department Head Experienced Bureaucrat Bureaucrat Secretary, Junior Bureaucrat

Ally or Ally Group (Variable): Wizards stick together, and they often have friends, servants and relatives they can call on in an emergency. A member of a particularly tight-knit MoM department might have one (or some) of his colleagues as Allies. Some wizards (mostly those from old, powerful families) might have a house elf servant as an Ally. Animal Empathy (5 points): A wizard with this advantage also gets a bonus when dealing with magical beasts. Contacts (Variable): One of the less-obvious facets of the Harry Potter universe is the fact that it is a fairly close-knit, insular society. Wizards who work for the Ministry of Magic can trade favors with other Ministry wizards. Old school chums keep in touch after they graduate, and certain old families of wizards maintain friendly (or at least mutually beneficial) relations with one another. A new sort of Contact is Ministry of Magic contacts. This is essentially identical to a Business contact, except that the contact’s functional skill will be Administration, and he will be able to inform characters about happenings in the Ministry of Magic and the areas that they supervise. Faculty or students can act as School Contacts. In this case, the contact’s functional skill is Area Knowledge (School). He will be able to inform the character about happenings at the character’s school. High level contacts represent a faculty or staff member. Mid-level contacts represent an upperclassman (a prefect or the head boy/girl) or a low-level servant, such as a house elf. Destiny (Variable): Some wizards are fated to do great things or to fulfill a certain prophecy. Divination Talent (5 points): In the world of Harry Potter, divination spells are notoriously unreliable and fickle. It seems that only a very few wizards or witches have “The Gift” of prophecy. A wizard or witch needs this advantage in order to learn the Divination spell or any other spell that deals with predicting the future. Extended Magery (Variable): At the GM’s option, certain powerful wizards might have levels of extended Magery. Dumbledore easily has several levels of Extended Magery, based on his ability to effortlessly produce hundreds of sleeping bags or to completely alter the decorations of a dining hall. “Normal” staring mages should probably be limited to no more than three levels of Magery, however. Favors (Variable): Like Contacts, wizards are likely to have Favors with friends, relatives and co-workers. Wizards who work for the MoM are especially likely to have (or gain) favors from other MoM staffers who have gotten themselves into trouble. Legal Enforcement Powers (5 to 15 points): Many branches of the Ministry of Magic have Legal Enforcement Powers. Depending on their department and the degree of authorization, characters employed

by the MoM will have anywhere from 5 to 15 points of power. The Dementors guarding the Prison of Azbakhan and the MoM rogue wizard squads certainly have 15 point Legal Enforcement Powers. Executioners and Accidental Magic Clean-Up Squad members have 10 points of Legal Enforcement Powers. Other MoM characters usually have 5 points of legal enforcement powers. MoM characters with a rank of 3 or higher can propose and write regulations that have the force of law, if they are approved by the relevant authorities, but this is a function of Administrative Rank, not Legal power. Magic Resistance (2 points per level): It is possible that certain muggles or Squibs might have this advantage, but it rare that they would know about it. Characters with Magery can’t have Magic Resistance. Patron (Variable): Like Contacts and Allies, a wizard might have a Patron. This could be either a very powerful wizard (such as Dumbledore or Voldemort) or a powerful organization, such as Gringott’s Bank, Hogwarts School or the Ministry of Magic. If a character has an organization as a patron, he should have a good story as to why. Reputations (Variable): Because magical society is a relatively small community, reputations (good or bad) are extremely common. Wizards might acquire a favorable reputation for scholarship, heroism, celebrity status, or just for being a reliable, solid fellow. Membership in various elite organizations also carries a reputation value among those wizards who know and care about such things. Medals: Wizarding society also has several medals which are awarded for scholarship, heroism or service. These count as positive Reputations. The Order of Merlin, Second Class is awarded fairly often. It gives a +1 reaction when worn from any wizard who sees it, and from any wizard who knows the character (Large Group, Fairly Often). Multiple awards of the Order of Merlin, Second Class might be possible. In this case, the reaction bonus is increased to +2. The Order of Merlin, First Class is awarded only in unusual circumstance, often posthumously. It recognizes groundbreaking scholarship, remarkable leadership or exceptional heroism. It gives a +4 reaction when worn from any wizard who sees it, and from any wizard who knows the character (Large Group, fairly often). The maximum bonus a character can receive from medals is +4. If the character has more than one medal, use the highest reputation bonus. School Reputations: Students at a magical boarding school can easily acquire good or bad reputations among their peers. These reputations affect the reactions of your peers, possibly including your friends, and/or the school faculty. A reputation among either faculty or your peers at school counts as a Small Group, a reputation among both counts as (effectively) a Large Group. In many cases, good and bad school reputations cancel each other out. For example, Fred and George Weasley have a reputation among the students as being lots of fun (+1 Reaction, Small Group, All the Time), but they have a reputation among the faculty as being tricksters and troublemakers (-1 Reaction, Small Group, All the Time). After graduation, School reputations might carry on into adult life, but the effective group of people who know your reputation shrinks (Small Group to Very Small Group). In a larger society, bad reputations might also decrease in severity, unless the wizard is in a close-knit organization filled with other “old boys” (such as the Ministry of Magic). The exceptions to this are “reputations” for being a Prefect or a Head Boy/Girl. Within the school, being a Prefect carries a +1 Reputation along with additional Duties (not hazardous or important enough to merit a separate disadvantage). This reputation is recognized by everyone in the school and by a small group outside the school as long as the characters hold the job. Being Head Boy/Girl carries a +2 reputation and more duties over and above those expected of the Prefects. Otherwise, it is identical to the reputation for being a prefect, except that reputations for being Head

Boy/Girl can carry into the adult wizarding world, giving a +1 reputation among anyone who knows of the character’s former status (Small or Large Group, depending on the school and the degree to which the character advertises his status). If a character has two overlapping reputations, the “more important” reputation takes precedence. For example, Harry Potter’s school reputation is overshadowed by his overall reputation. Shapeshifter (Variable): Wizards and Witches who are animagi have this advantage. Technically, animagi must register with the Ministry of Magic. In practice, many animagi do not register, keeping their animal form a secret. Being an unregistered Animagi is a Secret worth -5 points. A special effect of the Shapeshifter advantage is that every animagus’s animal form has a distinct, slightly unnatural pattern of markings. Observers who make a successful roll vs. Vision-2 will notice the unusual markings. Magically-aware observers can make an IQ roll to guess that the animal might be magical in some way. On a critical success, the observer recognizes the beast as an animagus in animal form. Known types of Animagi include Were-Beetle, Were-Cat, Were-Dog (treat as a Werewolf), Were-Stag (see Weredeer), Werewolf and Were-Rat. Were-Beetle (5 points): ST -9, DX +2, HT +1. In beetle form the character has no effective attacks, but can fly at a rate equal to her normal Move and is tiny (1-2” long), making her very hard to see or hit. Her tiny size also makes it easy for a were-beetle to crawl under doors, through window frames and so forth. Were-Cat (10 points): ST -7, DX +3, HT +1. In cat form, the character can attack with her claws and teeth for thrust/cutting damage based on her new ST score. She also has the Stealth x 2, Catfall and Night Vision advantages. Were-Rat (10 points): ST -8, DX +2, HT +2. In rat form, the character can attack with his sharp teeth for thrust/cutting damage based on his new ST score. He also has also has the Stealth x 2, Catfall, Cast Iron Stomach and Night Vision advantages. Speak With Animals (Limitation: Snakes Only. -30%) (10 points): Wizards who can speak with snakes are known as Parseltongues. They are very rare, so the GM should require an Unusual Background with 10 points or more if he allows a PC parseltongue at all. Since the ability is associated with dark wizards (most recently, Lord Voldemort); a wizard with this ability will probably have a Bad Reputation. Status (Variable): Wizard society, like mundane society has old, powerful families and wealthy elites. However, unlike muggle society, it seems to be more egalitarian. Characters may buy Status normally, but Status above 4 or 5 (including bonuses from Wealth) is extremely unusual and might require an Unusual Background. Wealth (Variable): Wizards seem to be able to take care of themselves. While very few are Filthy Rich, few wizards seem to be genuinely Poor and only truly unusual wizards (such as Sirius Black) would be Dead-Broke.

Disadvantages
Bad Sight (Correctable) (-10 points): Glasses seem to be extremely common among wizards. Code of Honor (-5 to -15 points): Many wizards abide by a modified form of the Gentleman’s Code of Honor, which boils down to “fair play.” This is worth -5 points. Dependents (Variable): Faculty members at Hogwarts can take specific students or a specific group of students as Dependents. Likewise, Hogwarts students can take an incompetent friend or younger sibling as a dependent. Destiny (Variable): Some wizards are doomed to a tragic fate or a dark future.

Duty (Variable): Most wizards will have a Duty to their employer. While most magical jobs aren’t that dangerous, spell-casting always carries the risk of embarrassing critical failures, so they might merit a -5 point Duty. Characters who perform more arduous or dangerous duties (such as capturing magical creatures or dealing with magical disasters) will have a -10 point duty. Characters who regularly engage in magical combat will have a -15 point duty. Few wizarding jobs are so dangerous as to carry an Extremely Hazardous Duty. Enemy (Variable): Wizards can collect enemies as well as Contacts, Allies and Patrons. An enemy can be on old school foe, a professional rival, a vengeful magical beast or an organization. The Ministry of Magic counts as a Large Organization with exceptional powers. School enemies are worth no more than -5 point, regardless of the enemy’s power, unless the enemy is actively trying to kill you. Remember that powerful enemies usually “cancel out” weaker foes. For example, Lord Voldemort and his followers are trying to kill Harry Potter, so the bullying he puts up with from Professor Snape, Malfoy, Goyle and Crabbe are trivial by comparison. Intolerance (Muggles, Squibs or Muggle-Born) (-5/-10 points): Some wizards, especially those from old wizarding families dislike people who don’t have magical power. They see wizards who are born to muggles as being inferior arrivistes. A character with this disadvantage will react at either -1 or -2 to muggles, squibs and/or “mudbloods” (a rude term for a wizard born to muggles) depending on the severity of the disadvantage. Mundane Background (-10 points): Wizards who are unfamiliar with the ways of the wizarding world (such as most young muggle-raised wizards) have this disadvantage. Experienced wizards react to them at -1 when they reveal their ignorance, although this usually takes the form of bemusement rather than hostility. Odious Personal Habits (-5 to -15): Wizards are an eccentric lot, and a few can be downright irritating and unsavory. A possible Odious Personal Habit would be the loud and habitual use of Voldemort’s name, as opposed to the more polite euphemism “He-Who-Must-Not-Be-Named.” This is worth a -1 reaction from most wizards and is worth -5 points. Wizards who refer to Voldemort by his personal name among friends or who obviously misuse the name due to ignorance and/or youth might be excused. Experienced wizards who don’t curb their language merit the full penalty. Primitive (-10/-15 points): Wizards tend to lag behind muggles in the use of mundane technology, preferring to use magic or old-fashioned devices to do their work. As a result, wizards who are not familiar with the mundane world are surprised by muggle technology. In a clash between wizards and muggles, wizards might sorely underestimate the muggles power. Wizards who are born to muggle families, or who are raised by muggles might not suffer from this disadvantage, but if they enter the wizarding world at a very young age, they might not fully appreciate the power of modern technology. Most wizards operate at TL6, with a few primitive holdouts or back-to-nature types who operate at TL5. In an early TL8 culture, this gives them either a -10 or -15 point disadvantage. Reputation (Variable): Wizards can easily acquire bad reputations based on their behavior or their associations. Other than “normal” reputations for cowardice, stupidity or bad behavior, wizards might also acquire a Bad Reputation for dabbling in the Dark Arts and/or being a supporter of Lord Voldemort. Characters can have bad School Reputations, as described under Advantages. They are generally no more than -1 reactions, especially for reputations among other students. Reputations for poor performance or bad behavior among faculty members shouldn’t be more than -2. More serious reputations would get the student expelled. Secret (Variable): Many wizards have secrets. Student wizards might have secrets related to breaking the school rules, which would be embarrassing (-5 points) if revealed. Adult wizards might have more important secrets to hide. The supporters of Lord Voldemort, the so-called “Death Eaters” have a Secret

worth -20 points. If their continued support of He-Who-Must-Not-Be-Named were to be revealed, they would face life imprisonment. Unlicensed wizards (wizards have not yet graduated from a school of magic or who have been expelled) who regularly perform magic illegally have a -10 point Secret. Likewise, wizards who engage in other illegal activities have a -10 to -15 point Secret depending on their degree of law-breaking. Sense of Duty (Variable): Many wizards feel a sense of duty, either to their friends, family, school chums or their employer. Depending on the number of people involved, this could be either -5 or -10 points. Social Stigma (Second Class Citizen or Outsider) (-5/-15 points): Wizard-born non-wizards (“squibs”) must take the Social Stigma (Second Class Citizen) if they wish to remain in the wizarding world. Wizards who recognize a squib won’t generally treat him rudely (though some will), instead, a squib faces unthinking condescension and exclusion from full participation in wizarding society. Wizards who have been expelled or who are otherwise unlicensed also have the Second-Class Citizen Social Stigma, as do half-giants and house-elves. Muggles (mundane-born non-mages) suffer from the Outsider disadvantage if they try to operate in the wizarding world. Not only do they not know the conventions of magical society, the mere fact that they recognize the existence of magic makes them dangerous. Wizards either use Forgetfulness spells on wayward muggles or carefully work to destroy the unfortunate muggle’s credibility in the mundane world. When wizards interact with muggles, they usually treat them with condescending amusement or irritated bewilderment. A few sadistic wizards torment muggles for sport.

Skills
Many skills in world of Harry Potter have required Magic specializations. These skills are identical to the regular skill of the same name, but cover knowledge of magical phenomenon while glossing over more mundane topics. They default to the regular version of the skill at -2. Animal Handling (Magic) (M/H): This skill covers the care, feeding, training and handling of magical creatures. Anthropology (Muggles) (M/H): The skill of covers understanding non-magical human culture, artifacts, etc. A successful roll vs. this skill allows a wizard with the Primitive disadvantage to identify a mundane high-tech artifact, and to possibly use it properly if it is fairly simple. Note that mundane-born wizards (or raised) wizards automatically have this skill at IQ level. Area Knowledge (Magical): This skill defaults to regular Area Knowledge at -4. It covers knowledge of a particular area from a wizard’s point of view, including some knowledge of “unmappable” areas such as Hogwarts school. Knowledge of mundane aspects of the area are glossed over or are unknown. For example, a London-based wizard might know the layout of Diagon Alley in detail, but he wouldn’t know anything about Underground routes. Botany (Magical): This is the scientific study of magical flora. It includes some knowledge of how to care for magical plants, as well as knowledge of how to handle them safely. Falconry (Owls): This skill covers the care, feeding, training, basic medical treatment and breeding of owls. It defaults to regular Falconry skill at -5. Note that this skill isn’t needed to send or receive a message via post owl, but a successful skill roll might give the wizard an idea of how much a given owl can carry and whether s/he is up to the job. Fast Draw (Wand): Most wizards keep their wands in their pockets or tucked inside their robes when they aren’t using them, so it takes 1d seconds to draw a wand, or 1 second if it is in an easily accessible place. This skill allows you to ready your wand instantly.

Game (Chess): The Wizarding version of chess uses animated chessmen that sometimes have minds of their own. A player using an unfamiliar set of chessmen is at -1 to skill due to their distracting comments and generally insubordinate behavior. Gardening (Magic): This is the skill of growing magical plants and dealing with magical garden pests, such as gnomes. Heraldry (Magic): This skill allows the mage to recognize wizards of various schools and orders by their formal robes, symbols and heraldry. It also allows the character to recognize the heraldry associated with particular magical business, schools and families, and to recognize magical trademarks. Herbalism: This skill covers growing and preparing magical and mundane plants for magical use. History (Magical): This is the study of magical history. It includes knowledge of important events in wizard history while glossing over or missing important aspects of mundane history, especially of more recent events. For example, an expert in British Magical History might be able to describe the Goblin Revolt of 1612 in detail, but would draw a blank when asked to describe mundane political events that happened in 1066. Languages (Variable): In addition to the mundane languages found on earth, magically-aware beings can also learn magical languages. The language of the goblins is Gobbledygook, the language of the Merfolk is Mermish. Both of these are M/A skills. Other intelligent (or semi-intelligent) creatures might also have their own languages. As a rule of thumb, however, assume that any language native to a race with IQ 8 or less is M/E. Law (Magical): This skill covers the laws of the wizarding world. A character with this skill will know the relevant Ministry of Magic laws and regulations concerning a particular wizarding activity. While wizards don’t have lawyers, as such, most MoM employees will have a good understanding of this skill. Naturalist (Magic) (M/H): This is the study of the magical environment. It includes practical knowledge of how magical beasts interact with their environment, where magical beings are likely to be found and so forth. Occultism: This is the study of magical and supernatural phenomenon. It includes knowledge of the habits, abilities and weaknesses of magical creatures such as ghosts, werewolves, vampires, giants, centaurs, merfolk, goblins and house-elves. It also includes knowledge of supernatural events and their likely causes. Psychology (Muggles) (M/A): The skill of understanding how non-magical humans think, behave, etc. especially when confronted with magic, magical creatures or the supernatural. Note that mundane-born wizards (or raised) wizards automatically have this skill at IQ level. Riding (Flying Beast) (P/A): This skill allows the character to mount and ride a winged flying beast such as a hippogriff or flying horse. If such creatures could be tamed, it would presumably also allow the character to ride a griffin or dragon. Different specialties default to each other at -3 or to Riding (Flying Broom) at -3. Riding (Flying Broom) (P/A): This skill allows the character to successfully care for and ride a magic flying broomstick. Rolls to skill are required to perform steep dives, quick turns or other acrobatic maneuvers. A skill roll is also required to use a particular broom to its full effect. The 3-D Spatial Sense advantage gives +2 to this skill, as does Combat Reflexes. Every two levels of Improved Balance gives +1 to skill, up to a maximum of +2 for Perfect Balance. The disadvantage One Hand gives -3 to effective skill, No Fine Manipulators gives -8 to skill and No Manipulatators gives -10. Lame gives -1 to skill, One Leg gives -2, and Paraplegic gives -5. This skill defaults to Riding (Flying Beast) at -3. Savoir-Faire (Muggle) (M/E): This is the skill of getting along in mundane society. It includes knowledge of what clothing is fashionable or inappropriate, how to interact with muggle officials and servants (such as

policemen or cab drivers), and how to generally "blend in" to the culture. Note that mundane-born (or raised) wizards automatically have this skill at IQ level. Streetwise (Magical) (M/A): This is the skill of getting along with “shady” wizards and locating illicit magical goods. A character must roll vs. this skill to find (or purchase) illicit magic items, potion ingredients or magical beasts. A character with this skill will also know something about which wizards are dabbling in the dark arts or are violating MoM regulations. He might also have a better sense of what Voldemort and his supporters are up to. Thaumaturgy: This is the study of the “science” behind magic. A successful roll vs. this skill will allow a mage to determine whether a particular spell is possible, and if it is, how he might go about casting it. Veterinary (Magic) (M/H): This skill covers the medical treatment of magical creatures. Zoology (Magical): This is the scientific study of magical fauna. It includes knowledge of various magical beasts, their abilities, likely habitat, and ways of dealing with them. It also covers the study of breeding new magical creatures.

New Skills
Professional Skill (Wand Maker) (M/A). Prerequisites: Thaumaturgy, Woodworking, Wand spell. This is the skill of making magic wands. Magic wands are made of pieces of wood built up around a core of some magical material. Different combinations of wood and core materials have different magical significances that allow a particular combination of materials to “attune” to a particular witch or wizard. A successful roll vs. this skill allows a character to make a magic wand (but not to enchant it), identify the maker of an unidentified magic wand, or to make a guess as to which combination of wand materials is correct for a particular customer. Sport (Quiddich) (P/A) Prerequisite: Riding (Flying Broom), can't exceed Riding (Flying Broom) skill. This represents the character’s ability with the famous sport of Quiddich. To perform a feat in Quiddich, roll vs. your skill, at +2 if you have the Combat Reflexes advantage and +2 if you have the 3-D Spatial Sense advantage. Every two levels of Improved Balance gives +1 to skill, up to a maximum of +2 for Perfect Balance. Feats include grabbing a ball, throwing a ball to another teammate, blocking or dodging an opposing player, avoiding a bludger, blocking a shot, and the like. A failed roll means that you fail to perform the feat, with a critical failure meaning that you drew a foul (giving the other team a free shot at goal with the Quaffle), collided with another player, got hit by a bludger or fell off your broom. If two players are competing (e.g., both trying to grab the same ball or trying to fake each other out), roll a Quick Contest of skill to see who beats who. The amount by which each player makes the skill roll and the amount by which the winner wins the contest determines the degree of success or failure. A Quiddich team consists of seven players, two Beaters (who keep the Bludgers at bay and direct them towards the opposing team members), three Chasers (who try to score points using the Quaffle), a Keeper (who guards the three hoops on his side of the field) and a Seeker whose job is to catch the Snitch. These count as different familiarizations of Quiddich and “default” to each other at -2. 40 hours of practice will remove one point of unfamiliarity penalty, so 80 hours of practice removes the penalty entirely. The Balls The Quaffle: The quaffle is bright red stuffed leather ball. It is enchanted with a with a gripping charm so that it can be easily “palmed” without falling from a player’s hand. It also has enchantments on it so that it falls slowly and so that it won’t go out of the playing area. If a quaffle is dropped, it falls at the rate of 1 yard per turn. A player can throw the quaffle (ST+ 1/2 skill) x5 yards. The speed at which the quaffle moves averages to (ST + 1/2 skill) x 3 mph. Remember that because the quaffle falls more slowly than an

unenchanted object does, it travels in a much straighter line as it flies. The Bludgers: The bludgers are 10 inch diameter iron spheres. While they mass over 140 lbs. each, levitation spells reduce their effective weight and inertia considerably. This makes them less dangerous and easier for the beaters’ to move. Even so, bludgers can fly at speeds up to 100 mph and are one of the main sources of injuries in the game. They are enchanted so that they try to attack the nearest player. If two or more players are equidistant, roll randomly to see which one the bludger goes after. A hurtling bludger does 1d-2 points of crushing damage to a random hit location, although the character is allowed a roll vs. Quiddich skill -4 or Dodge to avoid it. On a critical failure, the bludger scores a critical hit. Beaters can also attempt to Parry a bludger using their bats. The distance a beater can hit a bludger is equal to (ST + 1/3 Quiddich skill) yards. The speed at which the bludger travels varies, but averages to (ST + 1/3 skill) x 5 mph. Note that the mechanics of how a bludger moves and does damage do not make any sense in terms of realworld physics. Bludgers are enchanted so that they can be easily batted away at high speeds, but so that they don’t do serious damage when they collide with a player. The Snitch: The snitch is a small metal gold-colored ball with enchanted silvery wings on each side. It is modeled on the flight of the Golden Snidget (a harmless, protected species of bird). Unlike the Bludgers it attempts to avoid the players. It is very small and very fast (60 mph and up), so it is difficult to catch. See the Seeker section for rules on catching the snitch. The Players The Chasers: There are three chasers on a quiddich team and are responsible for most of the points scored in a typical match. Chasers must roll vs. Quiddich skill +2 to catch the quaffle. Throwing the quaffle to another player requires rolls to hit the target (including penalties for speed and range), except that you get a +4 bonus to throw the ball to a willing target who can cooperate to catch the ball. Rolls to throw the quaffle through one of the three hoop-shaped goals are at -2. If the keeper is able to block the shot, roll a Contest of skills, with -4 to the keeper’s effective DX or skill. If the keeper wins the contest, he catches or deflects the quaffle. While carrying the Quaffle, Chasers are at -2 to their effective skill in Contests of Skill to avoid a bludger, but no skill roll is needed to hold onto the ball. A chaser can immediately remove this penalty by dropping the Quaffle. To steal the quaffle from another player, roll a contest of DX or skill, with the ballcarrier getting -2 to effective skill. Typically, a chaser must outrun any opposing chasers and dodge at least one bludger before he can attempt to score. The Beaters: The beaters are armed with short wooden cudgels. They are responsible from protecting the other players on their side from the bludgers while directing bludgers so that they attack opposing players. They carry bats (presumably shaped something like cricket bats) that are enchanted so that they do not break. To strike a bludger, roll vs. either Quiddich or Shortsword skill +4, less any penalties for speed or speed of the target. A critical failure means either a fall from the broom, a dropped bat or a hit from the bludger. Roll vs. unmodified skill to aim a bludger in the direction of another player. Since bludgers “home in” on the nearest player, a no aiming is required. A beater can make an “all out attack” on a bludger by using both hands on his bat. This increases his effective ST by 2, but requires him to roll vs. skill-2, both to hit the ball and to keep control of his broom. The Seeker: The seeker’s job is to catch the Snitch. Since the Snitch is small, fast and hard to see, the seeker’s job is more difficult than it sounds. He must first make a Vision roll to see the Snitch. Then, he must make a Quiddich skill roll to get near the Snitch and a DX or Quiddich skill roll at -8 to catch it. Typically, the opposing seeker will be trying to grab the snitch as well, so the seeker might have to roll one or more Contests of Skill first to shake off or fake out his opponent before he can catch the snitch. If the seeker fails to catch the snitch, roll 3d. On a roll of 8 or better, the snitch has moved sufficiently far

away that he must start the whole sighting, chasing and catching routine over. Otherwise, he needs only to make rolls to chase and catch the snitch. A seeker can make an “all out attack” to catch the snitch by using both hands. This gives +2 to effective skill, but requires him to roll vs. skill to keep control of his broom. The Keeper: The keeper can attempt a roll vs. DX or Quiddich at -4 in contests of skill to block a shot on goal. The Rules Quiddich is a game played while riding flying broomsticks on (or over) an oval-shaped field. An arc that intersects each end of the oval to make a lens-shaped area marks the scoring area. At each end of the oval, in the center of the scoring area, are three evenly-spaced vertical hoops placed on tall poles, with the central hoop slightly raised above the others. There are four flying balls in play, a red Quaffle (which scores 10 points if thrown through one of the three hoops on the opponent’s end of the field), two black Bludgers (which chase players and try to knock them off course or injure them) and a walnut-sized Golden Snitch. The player who catches the Golden Snitch scores 150 points for his team and ends the game. A game cannot end until the Snitch is caught. There are seven players per side: a keeper (often the team captain), three chasers, two beaters and a seeker. Each type of player has a different function, described above. Players are not allowed to take off until the referee releases the balls. Play continues until the snitch is caught or both sides mutually decide to quit the game. Unlimited time outs are allowed, but can only be called by the captain of each team. No substitutions are allowed due to injury or fatigue, although spells may be used to restore health and stamina. Players may not use magic or any other means to enhance their performance or that of their brooms. Enchantments can be used to improve the performance of a broom, but spells cast during or just before play are illegal. It is also illegal to use magic (or any other means) to unfairly boost player performance, although spells and potions can be used to overcome handicaps (such as physical or mental disadvantages) or for safety. The balls cannot be altered in any way by magic or by other means. It is illegal to deliberately strike or intentionally touch another player or any spectator with a spell, hand or any other object. This includes deliberately colliding with an opposing player, striking bludgers towards spectators or interfering with an opponent’s broom. Incidental contact is not illegal if it doesn’t interfere with either player or their brooms. It is illegal to interfere with the keeper while he is in the scoring area, for more than one chaser to enter the opposing team’s goal area while their team is in possession of the quaffle, for the keeper to put any part of his body through the goals to block a shot or for the chaser to score by shoving the quaffle through the goal with his hand. It is illegal for any player except the seeker to intentionally touch or catch the snitch. Finally, it is illegal to deliberately knock the Bludger out of bounds (the snitch and the quaffle are enchanted so that they stay in bounds). Players can go out of bounds as necessary, but they cannot carry any of the balls with them. Violation of any of these rules allows a chaser from the team to take a free penalty shot on goal. During a penalty shot, only the keeper is allowed in the scoring area and other players cannot interfere with the penalty shot. Cheating: If a character wishes to cheat, roll a Quick Contest of skills between the cheating player and his victim to set up the cheat. The cheater can take a bonus of up to +4 to this roll. Next, roll a contest between the referee’s Vision and the cheater’s Quiddich skill, with a penalty to the cheater’s skill and a bonus to the judge’s vision for each +1 bonus the cheater took in his first roll. The more blatant the cheating, the harder it is to hide and the easier it is to see. If the referee observes the cheating, he will call a time-out and the victims of the cheating get a free shot on goal.

Tactics and Mechanics Types of Brooms: Different brooms have different performance. Give the character with the faster and/or more maneuverable broom a +1 to +6 bonus to skill or contests of skills where speed and performance are vital. Size of Players: Quiddich players, especially the seeker, should be relatively small and thin, with the exception of Bludgers for whom upper body strength is more important than size. For every 10 lbs. less than 120 lbs. that a player weighs, give him +1 to skill rolls that require speed or agility. Characters who weigh more than 180 lbs. are at -1 to skill for every 20 lbs. overweight. Cooperation: Two or more players may cooperate against an opposing player. For example, two chasers might cooperate to take the quaffle from an opposing player. In this case, use the better of the two cooperating player’s skills, but with a bonus equal to 1/4 the skill levels of the cooperating players. Hazards: Quiddich is a dangerous game. A bludger does 1d-2 points of crushing damage to a random hit location, although the character is allowed a roll vs. Quiddich skill or Dodge to avoid it. Beaters can also attempt to Parry a bludger. Critical failure on a roll to avoid a bludger result in a critical hit. A collision with another player or the ground does ordinary collision damage requires a Riding (Flying Broom) skill roll to keep control. If you fall off your broom, treat it as a fall from 3d yards. Fortunately, proper quiddich fields have soft ground, which halves the damage from the fall. In addition, most Quiddich fields have mages standing by to slow the fall of anyone who falls off their broom. Quiddich Teams Hogwarts School: At Hogwarts, the different houses each have their own teams. Gryffindor wears red robes, Slytherin wears green, Hufflepuff wears yellow, and Ravenclaw wears blue. Teams compete for the school quiddich cup and points scored in quiddich matches apply to overall house standings for the House Cup. Irish and British League: This is a professional (and very ancient) quiddich league that encompasses Britain, Scotland, Wales and Ireland. There are 13 teams, which include the Chudley Cannons (orange and black robes embroidered with a cannonball logo and a “CC” crest), the Wimborne Wasps (yellow and black striped robes embroidered with a wasp), and the Ballycastle Bats (black robes with a red bat embroidered on the front). Teams compete for the league championship. Other National Leagues: Every country in Europe, North America and the Australian subcontinent has its own professional quiddich league, and most countries in South America have leagues as well. For cultural and historic reasons, quiddich isn’t as popular in Asia (except for Japan). In Europe, inter-league play is quite common, with a European cup tournament being held every 3 years. The world cup consists of national teams from around the world and is held every 4 years.

Character Templates
Basic Harry Potter Wizard Template [145 points] ST 10 [10]; DX 10 [0]; IQ 14 [45]; HT 10 [0]. Required Advantages: Longevity [5 points]; Magery [15 points]; Natural Spell casting [15]; Unusual Background (Wizard) [50 points]. Optional Advantages: 20 points from Ally [Variable]; Ally Group [Variable]; Appearance [Variable]; Combat Reflexes [15]; Contacts [1-10]; Danger Sense [15]; Destiny [5-15]; Divination Talent [5]; Favors [1-10]; Intuition [15]; Magery [10 per additional level]; Patron [10]; Reputation [Variable]; Status [5-10]; Strong Will [4/lvl] or Wealth [Variable]. Required Disadvantages: None.

Optional Disadvantages: -20 points from Appearance [Variable]; Bad Sight (Corrected) [-10]; Code of Honor (Gentleman’s) [-5]; Clueless [-10]; Enemy [Variable]; Ignorance (Mundane World only, -50%) [2]; Overweight [-5]; Skinny [-10]; Sense of Duty [Variable]; Odious Personal Habits [Variable]; Reputations [Variable]; Destiny [-5 to -20]; Wealth (Struggling) [-10]. Primary Skills: Thaumaturgy (IQ) [2]; Occultism (IQ) [2]; Area Knowledge (Magical Great Britain) (IQ) [1] Secondary Skills: 5 points from Alchemy (M/H); Herbalism (M/H) and/or History (Magic) (M/H). Optional Skills: 5 points from Administration (M/A); Animal Handling (Magical Creatures); Anthropology (Muggles) (M/H); Area Knowledge (Various) (M/E); Astrology (M/H); Astronomy (M/A); Botany (Magical) (M/H); Carousing (P/A); Diplomacy (M/H); Falconry (Owls) (M/A); Fast Talk (M/A); Game (Chess) (M/E); Gardening (Magic) (M/E); Heraldry (Magic) (M/A); Languages (Various) (M/Varies); Naturalist (Magic) (M/H); Psychology (Muggles) (M/H); Research (M/H); Riding (Flying Beast) (P/A); Riding (Flying Broom) (P/A); Sex Appeal (P/A); Savoir Faire (Muggle) (M/E); Sport (Quiddich) (P/A); Writing (M/A); Zoology (Magic) (M/H). Grimoire: 20 points in any college except Necromancy, Knowledge or Technology Ministry of Magic Wizard (175 points) This template is based on the basic Harry Potter Wizard template, above. Attributes: +1 IQ [10] Advantages: Add 20 points from Administrative Rank [5 per level]; Contacts [Variable]; Favors [1 point each]; Legal Enforcement Powers [5-15]; Patron [Variable] or additional levels of Magery [10 per level]. Disadvantages: Add Duty (Ministry of Magic, Fairly Often) [-5]. Optional Disadvantages: Add -10 points from Dependents [Variable]; Enemy [Variable]; Sense of Duty (Ministry of Magic) [-5]; Workaholic [-5]. Skills: Add Administration (IQ) [2]; Law (Magic) (IQ-2) [1]; Professional Skill: Law Enforcement (Magic) (IQ) [2]; Savoir-Faire (Magic) (IQ) [1] Grimoire: Add 9 points in spells. Notes: This represents a fairly low-level MoM employee engaged in routine aspects of running the bureaucracy or enforcing wizarding laws. Magical Merchant (130 points) This template is based on the basic Harry Potter Wizard template, above. Advantages: Add 10 points from Allies [Variable]; Ally Group [Variable]; Charisma [5 per level]; Contacts [Variable]; Favors [1 point each]; additional levels of Magery [10 per level]; or Wealth (Comfortable) [10]. Disadvantages: Add Duty (Customers, Employees and Suppliers, Rarely) [-2]. Optional Disadvantages: Add -10 points from Dependents [Variable]; Enemy [Variable]; Sense of Duty (Friends, Family, Customers, Employees, etc.) [-5]; Workaholic [-5]; Wealth (Struggling or Poor) [-10/-15]. Skills: Add Merchant (IQ) [2]; Accounting (IQ-2) [1]; one Craft, Artistic or Professional skill (IQ) [2]. Grimoire: Add 7 points in spells. Notes: This represents an ordinary wizard shop-keeper such as might be found in Hogsmeade or Diagon

Alley. Death Eater (27 points) This template represents an evil wizard or witch who is pledged to serve Voldemort. It can be added to any of the wizard templates above. Most surviving Death Eaters are high-powered, extremely-skilled wizards, well-placed within wizarding society and/or the Ministry of Magic to support a coup when Lord Voldemort again rises to power. Voldemort tolerates no nonsense from his followers, choosing only powerful, well-placed conspirators. Any wizard who might represent a challenge to his authority or who might represent a security risk will either not be accepted into the organization or will be quietly disposed of. Required Advantages: Patron (Lord Voldemort and other Death Eaters, 6-) [5]. Optional Advantages: Add 50 points from Administrative Rank [5/level]; Allies [Variable]; Combat Reflexes [15]; Common Sense [10]; Contacts [Variable]; Cool [5]; Collected [10]; Danger Sense [15]; Fearless [2/level]; Intuition [15]; Patron [Variable]; Status [5/level]; Unfazeable [15]; Wealth [variable]. Required Disadvantages: Duty (Lord Voldemort and other Death Eaters, Hazardous, 6-) [-5]; Intolerance (Muggles, muggle-born wizards, and muggle sympathizers) -2 [-10]; Secret (Death Eater) [-20]; Unnatural Feature (Invisible “Dark Mark” tattoo on forearm) (Limitation: Only visible when Voldemort wishes to summon the character. -50%.) [-2] Optional Disadvantages: Up to 15 points from Bad Temper [10]; Berserk [-15]; Bloodlust [-10]; Bully [-10]; Callous [-6]; Cowardice [-15]; Fanaticism (Voldemort) [-10]; Greed [-10]; Jealousy [-5]; Odious Personal Habits [-5 to -15]; Sadism [-15] or Selfish [-5]. Taboo Disadvantages: “Good” or “Weak” disadvantages such as Charitable; some Delusions; Easy to Read; Fanaticism (Self); Gullibility; Honesty, Megalomania; Murder Addiction; Selfless and Truthfulness. Skills: Add 10 points in Combat/Weapon, Social and/or Thief/Spy skills; including Intelligence Analysis and Intimidation. Grimoire: Add 20 points in Dark Arts spells. Hogwarts Student Wizard, 1st Year (115.5 points) This is a separate template that represents a student wizard. Attributes: ST -3 [-20]; HT -1 [-10]. Advantages: Add +1 to Magery [10 points]. Optional Advantages: Add 20 points from: Allies (classmates) [Variable]; Contacts (school) [Variable]; Eidetic Memory (Partial) [20]; Favors (School) [1 each]; Heir [5]; Less Sleep [3/level]; Patron (faculty) [Variable]; Reputation (Fellow Students, Small Group) [Variable]; Status [5-10]; Wealth (Comfortable) [10]. Disadvantages: Youth [7 years at -2 per year]; Duty (Hogwarts school and house) [-5]. Optional Disadvantages: Up to -10 points from Clueless [-10]; Gullibility [-10]; Honesty [-10]; Mundane Background [-10]; Odious Personal Habits [-5/-10]; Reputation (Fellow Students, Small Group) [Variable]; Shy [-5 to -15]; Stubborn [-10]; Workaholic [-5]. Primary Skills: Area Knowledge (Magical Great Britain) (IQ) [1]; Area Knowledge (Hogwarts School and environs) (IQ) [1]; Occultism (IQ-2) [1]; Research (IQ-3) [1/2]; (M/H); Thaumaturgy (IQ-2) [1]; Secondary Skills: 5 points from Alchemy (M/H); Astrology (M/H); Animal Handling (Magic);

Anthropology (Muggles) (M/H); Astronomy (M/A); Botany (Magic) (M/H); Gardening (Magic) (M/E); Herbalism (M/H); History (Magic) (M/H); Naturalist (Magic) (M/H); Poisons (M/H); Psychology (Muggles) (M/A); Riding (Flying Broom) (P/A); Savoir-Faire (Muggles); Writing (M/A); Zoology (Magic) (M/H). Optional Skills: 5 points from Acting (M/A); Area Knowledge (Various) (M/E); Calligraphy (M/A); Carousing (P/A); Chemistry (M/H); Climbing (P/A); Detect Lies (M/A); Diplomacy (M/H); Falconry (Owls) (M/A); Fast Talk (M/A); Forgery (M/H); Game (Chess) (M/E)., History (M/H); Intimidation (M/A); Jumping (P/E); Languages (M/Variable); Leadership (M/A); Lockpicking (M/A); Mathematics (M/H); Physics (M/H); Psychology (M/H); Riding (Flying Beast) (P/A); Running (P/H); Sport (Quiddich) (P/A); Stealth (P/A); Tracking (M/A). Grimoire: 5 points in spells. Notes: This represents an extremely-gifted 11-year-old child with unusual magical power during his or her first year at an elite magical boarding school. As the character ages, his attributes will increase, as well the maximum number of points that he can spend on skills and spells. Assume that Hogwarts students gain 4 points in skills and spells and 20 points in skills and increased attributes per year after their first year. Most of these points should go to buying off reduced attributes. Hogwarts School Student, 5th Form (214 points) This template uses the Hogwarts School Student, Lower Form template. Attributes: Change ST to 10 [0] and IQ to 13 [30]. Disadvantages: Change Youth to [2 years at -2 per year] [-4]. Optional Disadvantages: Remove Mundane Background from the list of optional disadvantages. Primary Skills: Change Thaumaturgy (IQ-1) [2]; Occultism (IQ-1) [2]; Area Knowledge (Magical Great Britain) (IQ) [1]; Area Knowledge (Hogwarts School and environs) (IQ+1) [2]. Secondary Skills: 9 points from the list above. Optional Skills: 7 points from the list above. Add Dancing (P/A) and Sex Appeal (P/A). Grimoire: 18 points in spells. Notes: This represents a gifted 16 year-old with unusual magical power attending an elite magical boarding school. Students in the 6th and 7th years gain 4 points per year in skills and spells and 4 points in attributes and advantages. Hogwarts House Lenses Hogwarts students are sorted into “Houses” based on their personalities. While none of the following advantages or disadvantages is required, they can be taken as being “desirable” characteristics of a particular house. Gryffindor: Students in Gryffindor house tend to be assertive, brave and noble. Common advantages include Good Appearance [Variable]; Cool [5]; Daredevil [15]; Fearlessness [2 per level]; Luck [15/30] and Strong Will [4 per level]. Common Disadvantages include Code of Honor (varies) [-5/-10]; Impulsive [-10]; Odious Personal Habit (Stuffy) [-5]; Sense of Duty (Hogwarts, Gryffindor house, friends and/or other wizards) [-5/-10]; Stubbornness [-10] and Trickster [-15]. Hufflepuff: Students in Hufflepuff house are solid, reliable, hard workers. Common Advantages include Good Appearance [Variable]; Common Sense [10]; Extra Fatigue [5 per level]; Reputation (As a decent, hard-working person) [5]; Single-Minded [5] and Strong Will [4 per level]. Common Disadvantages include Charitable [-15]; Code of Honor (varies) [-5/-10]; Hidebound [-6]; Honesty [-10]; Odious Personal Habit

(Stuffy) [-5]; Sense of Duty (Hogwarts, Hufflepuff house, friends and/or other wizards) [-5/-10]; Stubbornness [-10]; Unobservant [-5 per level] and Workaholic [-5]; Ravenclaw: Students in Ravenclaw are expected to be observant and clever. Common Advantages include Good Appearance [Variable]; Alertness [5 per level]; Common Sense [10]; Danger Sense [15]; Empathy [15]; Intuition [15] and Keen Senses [2 per level]. Common Disadvantages include Code of Honor (varies) [-5/-10]; Curious [-5/-10]; Impulsive [-10]; Sense of Duty (Hogwarts, Ravenclaw House, friends and/or other wizards) [-5/-10]; Stubbornness [-10]; Trickster [-15] and Workaholic [-5]. Slytherin: Students in Slytherin are expected to be ambitious and cunning. More than any other house, Slytherins are likely to cheat, bend or break the rules, and/or study the dark arts. Common Advantages include Connections [Variable]; Favors [1 each]; Fearless [2 per level]; Heir [5]; Intuition [15]; Patron [Variable]; Status [5/10]; Strong Will [4 per level] and Wealth (Comfortable) [10]. Common Disadvantages include Bad Temper [-10]; Bloodlust [-10]; Bully [-10]; Code of Honor (varies) [-5/-10]; Odious Personal Habits (Various) [-5/-10]; Intolerance (Various) [-5/-10]; Sadism [-15]; Secret (Family or personal involvement with dark arts) [-5/-10]; Stubbornness [-10]; Trickster [-15].

Chapter 3 - Races and Beasts
Humans aren’t the only inhabitants of the world of Harry Potter. Various non-human magical races exist. Their cultures and governments exist along with that of the Wizarding world, and although the wizards are the most numerous and powerful race, they must treat the other races with respect. Centaurs (10 points): Centaurs in GURPS Harry Potter are identical to Centaurs in GURPS Fantasy Folk, with the exception that they are Primitive (TL3) [-45 points] and most have Intolerance (Humans) [-10] and the Odious Personal Habit (Aloof, Arcane, Philosophical and Fatalistic, -2) [-10 points]. Most centaurs avoid humans and try to speak to them as little as necessary, although they will not attack humans unless severely provoked. If questioned by a human, most centaurs speak in riddles or obscure metaphors to bring the conversation to a close as quickly as possible. Most Centaurs seem to be fatalistic, letting astrologic signs guide their actions, because of this, they might have the Astronomy and Astrology skills. They might also know the Divination (Astrology) spell. In the latter case, centaurs might be powerful diviners; although they would be reluctant to share their knowledge with humans. Centaurs are only appropriate as NPCs. Centaurs govern their own affairs and have little contact with wizards. At their own request, the Ministry of Magic has classified Centaurs “beasts.” The centaurs requested this change both because they objected to sharing “being” status with sinister races such as Hags and Vampires and because they wished to have nothing to do with the wizarding world. Goblins (-15/-20 points): Goblins are an aloof, enigmatic race to whom the wizards have delegated most of their finances. Goblins are nearly identical in statistics to the Goblins described in GURPS Fantasy Folk, but are shorter (3’ 6” to 4’ 6” tall), slightly more heavy-set and have large green eyes, swarthy faces, pointed beards and sharp teeth. Their hands and feet are extremely long. Reduce ST by 1 [-10], Replace Impulsiveness with Greed [-10 points] especially for precious metals and add Sharp Teeth [5 points]. Goblins, like Wizards, tend to be Primitive (TL5/6) [-10/-5 points]. Goblins speak their own language (Gobbledygook) and must learn English as a non-native language. Although Goblins live among wizards, they don’t seem to particularly like them. Goblins come across as being aloof and quarrelsome. Historically, goblins have deliberately sabotaged negotiations between the sentient races; either as an object lesson or as a practical joke. There have been many goblin rebellions; presumably against the hegemony imposed on the goblins by the Ministry of Magic and its predecessors. Goblins are best known to wizards as from Gringott’s bank. If this institution can be taken as typical of goblin culture, Goblins seem to be brusque; with a preference for deep subterranean environments and a deep affinity for magic and magical traps. Giants (105 points): Giants in the Harry Potter world are identical to the Large Giants in Fantasy Folk,

except that they can breed with wizards to produce Half-Giants. They stand about 20’ tall and have dark eyes, dark hair and light brown or olive skin. Giants have a history of violence and warring among themselves. When Voldemort held power, many giants allied themselves with him and massacred Muggles; others withdrew to remote mountain ranges. Their numbers are in decline and in Britain they are believed to be extinct. Giants add the following disadvantages to the Fantasy Folk template: Bad Racial Reputation (Dangerous and Destructive, -2) [-10]; Dying Race [-5]; Intolerance (Humans) [-10] and Primitive (TL3) [-20]. Ghosts (151 points): Ghosts use the Old Ghost template found on p. 69 of GURPS Undead. Typical Ghost compulsions are relatively minor, and might consist of “Haunt a Particular Place,” “Haunt the people who made you miserable in life,” or “Continue to Teach.” Ghosts in the Harry Potter world (at least those at Hogwarts) act as faculty and staff and are generally friendly towards the living staff and students, but they presumably are exceptional. A more typical ghost might be expected to be more hostile to the living - at least to the extent of scaring them away. Harry Potter Ghosts also have the Anosmia (Limitation: Can barely taste or smell very strong flavors or scents. -20%) [-4] disadvantage. It is also possible that ghosts have either the Cooling (Limitation: Involuntary, -75%) [3] or Icy Weapon [15] Natural Attacks, or a similar magic knack, since they are able to cause a chill in mortal creatures they touch. If the touch of a ghost merely causes mild discomfort to humans, this is nothing more than a Racial Quirk [-1]. Half-Giants (205 points): Half giants are the offspring of a wizard and a giant. They look like unusually large, broadly-built humans and stand 9-10’ tall. Half-giants are rare and don’t fit in well with either giant or human culture. Wizards consider them to be bad-tempered and dangerous and giants consider them to be overgrown humans; with all the human vices and weaknesses that giants abhor. As a result, they tend to keep to themselves or try to pass themselves off as “large-boned” humans. Hagrid is a half-giant. HalfGiants have ST 20 [110]; HT +4 [45] and DX -1 [-10]. They have the advantages DR +3 [15]; High Pain Threshold [10]; Increased Hit Points +6 [30]; Longevity [5] and Magery [15]. They have the disadvantages of Inconvenient Size [-10] and Social Stigma (Second-Class Citizen) [-5]. House Elf (-92 points): House Elves are an intelligent form of faerie. They are dedicated, unpaid servants to wizards. House Elves look like small 2-3’ wizened humanoids with light brown skin, large bat-like pointed ears, luminous green eyes and large oddly-shaped noses (either long and pointed or bulbous and clown-like). House elves are typically encountered as the servants of wealthy, old magical families. Their slave mentality requires them to serve their master faithfully, regardless of the danger or abuse their duties might require, and never betray their master’s secrets. A house-elf can operate on its own, but vastly prefers to have a master to give it directions and a sense of belonging. While a house elf won’t starve to death if its master forgets to tell it to eat, it would starve itself to death if its master gave it orders to do so. As a mark of their servitude, house elves do not wear normal clothing. In fact, if the house elf’s master gives it a proper piece of clothing - even a worn-out garment - the house-elf is released from the master’s service. Depending on the situation and the house-elf’s personality, it might consider this a blessing or a mark of shame. In any case, a house-elf who is dismissed from one master’s service will soon take up service with another master. Due to their low initiative, house elves are best used as NPCs. It is possible that a player might have an exceptional house elf as an Ally. House Elves have ST -5 [-50]; DX +1 [10]; IQ-2 [-15]; HT +2 [20] and 4 levels of Reduced Hit Points [-20]. They have the advantages of Acute Hearing +2 [4]; Acute Smell/Taste +2 [4]; High Pain Threshold [10]; Less Sleep x 5 [15]; Longevity [5]; Magery [15]; Night Vision [10]; Pitiable [-5] Racial Group Skill Bonus to “domestic” Artistic and Craft skills (+2 bonus) [12]; and Silence x 1 [5]. They have the disadvantages of Compulsive Behavior (Cook, Clean, Make and Mend) [-10]; Inconvenient Size [-10]; Low Self-Esteem [-10]; Primitive (TL5) [-15]; Selfless [-10]; Sense of Duty (Owner and his family) [-10]; Slave Mentality (Partial) [-20]; Social Stigma (Valuable Property) [-10];Vow (Minor) (Do

Not Wear Normal Clothes) [-5]; Vow (Never Tell Their Master’s Secrets or Speak Ill of Their Master) [-5]; Wealth (Dead Broke) [-25]; Workaholic [-5]. They have the Racial Skill of Stealth at DX level; it is a mark of a good house-elf that they can go about their business without being noticed. An experienced house elf will also know about 20 points in spells; mostly from the Food, Making and Breaking and Movement colleges. They can use these spells without needing a wand as a focus, but they cannot use them without their master’s implicit permission. These limitations and enhancements cancel each other out. An elf can use a wand; gaining a +2 bonus to skill (or +4 for an attuned wand), but it is illegal for house elves to own or use wands. Leprechaun (-23 points): Leprechauns are a rare, intelligent form of Irish faerie. They are identical to the Leprechauns in GURPS Fantasy Folk except that they have IQ -1 [-10]; Primitive (TL3) [-40] and Trickster [-15] disadvantages. Their advantages include Magery [15] and the Racially Learned Magic spells False Coins at IQ+3 [6, including Magery] and Flight IQ+2 [6, including Magery]. They have green skin and, unless they can get something better, make clothes out of leaves. They are best used as NPCs. Merfolk (-10 points): Merfolk are aloof, aquatic beings that inhabit both fresh and salt water. They are distinctly inhuman in appearance, even discounting their fishy tails. Their humanoid half has grayish skin, long green hair, large yellow eyes and pointed teeth. They fish with spears. Above water, their voices are unintelligible (this is the 0 point version of the Speak Underwater advantage). They are identical to the Merfolk in GURPS Fantasy Folk, with the exception that they have the Primitive (TL3) [-20] disadvantage and the Sharp Teeth [5] advantage. Merrows are Scottish and Scandinavian merfolk. They have Unattractive or worse appearance. Merfolk are best used as NPCs. Merfolk govern their own affairs and have little contact with wizards. Like centaurs, they have voluntarily asked to be classified as “beasts.” Poltergeist (155 points): Poltergeists are a form of ghost, but with a -10 point Compulsion to make noise, break things, play practical jokes and generally be obnoxious. Individual poltergeists will have additional Odious Personal Habits worth -5 to -15 points. Poltergeists tend to Materialize more than most ghosts, mostly so they can wreak havoc in the material world. Veela (53 points): Veela are Eastern European nature spirits with the power to enchant men with their voices. They look like extremely beautiful fair-haired, light-eyed human women, except when they are angry, where their appearance becomes fearsome instead. Veela have magic hypnosis powers over men. When a veela sings or talks, any male human (or similar race) who can hear her must roll vs. Will or be drawn to the veela, doing whatever it takes to impress her, even if it is stupid or dangerous. Though they can see that other people are acting in a stupid or reckless way, they don’t notice their own foolishness. As long as the veela sings or talks, her victims will continue to cluster around her, ignoring their surroundings and jockeying for her attention. If more than one veela sings, increase the radius of their power and the number of victims that can be affected. If a potential victim thinks to cover his ears, or has the Hard of Hearing disadvantage, he gets +2 to his effective Will roll. Characters with the Deaf disadvantage or who use spells or technology to completely block their ears are immune to the veela’s song, as are women. Veela can interbreed with wizards, producing offspring of exceptional beauty, but without their mother’s shapeshifting powers. Because of their rarity, they are best used as NPCs. Veela have the advantages of Very Beautiful [25], Magery 2 [25] and Racial Magic Spell (Mass Suggestion-15) (Limitation: Men Only. -25%), (Limitation: Limited to Suggestions of “Try to Impress Me.” -25 %.) (Limitation: Must sing or speak. -25 %.) [4]. They also have a bird-like form which has the following advantages and disadvantages: Alternate Form [5]; Flight (Limitations: Winged, Cannot Hover, Only in Bird-Form -50 %.) [20]; Peripheral Vision (Limitation: Accessibility. Only in Bird-Form. -25%)

[7]; Sharp Teeth (Beak) (Limitation: Accessibility. Only in Bird-Form. -25%) [4]; and Appearance (Ugly) (Limitation: Accessibility. Only in Bird-Form. -25%) [-7]. In either form, they have the disadvantages of Bad Temper [-10], Selfish [-5] and Primitive (TL5) [-15]. Werewolf (-64/-84 points): A werewolf is a human (wizard or muggle) who turns into a werewolf when the moon is full. Unlike an animagus A “hereditary” werewolf cannot control his changes and becomes a ravening monster with a taste for human flesh. A werewolf who can keep his problem secret has a disadvantage worth -64 points. A known werewolf will be treated as a dangerous outsider by wizarding society. If the were poses a threat to society he will be hunted down by the Ministry of Magic. Alternatively, a werewolf can register with the appropriate Ministry of Magic office and can try to live as best he can in the midst of human society. In the latter case, the only real alternative is for the werewolf to go into voluntary exile from the rest of humanity during the month and to imprison himself in a sturdily-built, locked room on the nights of his transformation. A known werewolf has a disadvantage worth -84 points. Advantages: Shapeshifting (Werewolf) (Limitation: Involuntary changes when exposed to the light of the full moon, can’t shapeshift otherwise, -75%). [4]. Disadvantages: Berserk (Limitation: Only in Werewolf form, resisted with Will roll, roll once per minute. -75%.) [-4]; Bestial (Limitation: As above. -75%) [-5]; Bloodlust (Limitation: As above. -75%). [-4], Infectious Attack [-5]; Odious Racial Habit (Eats Humans) [-15]; Painful Transformation [-5] and Vulnerability x 1 (Silver) [-10]. A “secret” werewolf will have the Secret (Werewolf) [-20] disadvantage. A known werewolf will have the Social Stigma (Outsider) [-15] and one of either Enemy (Werewolf Hunters, Medium Group, 9-) [-20] or Duty (Imprisonment on nights of the full moon, 6-) [-5] and Great Vow (Self-exile from humanity) [-15].

Wizarding Animals
Wizarding animals are unusually large, intelligent, loyal and long-lived. Use the Animal templates from GURPS Bestiary, but increase IQ by 1-3 points (depending on the type of animal) to a maximum of 8 and remove any levels of Short Lifespan. Add Sense of Duty (Owner) [-5]. Due to their low point cost, low IQ and lack of magical ability, even wizarding animals make poor PCs. They do, however, make excellent NPCs and might even count as Allies. Though they are similar to familiars in many ways, wizarding animals are companions and allies, not familiars in the usual sense. Wizard’s Cat (-29 points): Use the Cat template on p. BE108, but increase IQ by 2 (to 7) [+20]. Remove Short Lifespan [+50]. Add Silence x 2 [10], and Sense of Duty (Owner) [-5]. Wizard’s Owl (51 points): Owls come in a variety of sizes from tiny screech owls to large eagle owls. This template describes a moderately large owl such as a barn, eagle, or snowy owl. Unlike normal owls, wizarding owls are comfortable operating during the day. Since they are commonly used to carry messages, they also have magical powers of direction and tracking. Hedwig, Harry Potter’s owl, is a snowy owl and would use this template. Attributes: ST -8 [-70]; DX +4 [45]; IQ -3 [-20]; HT +2 [15]; Reduced Hit Points -5 [-25]. Advantages: Acute Hearing +5 [10], Alertness +5 [25]; Attractive [5], Chameleon x 2 (Limitation: Natural Camouflage, only works in natural outdoor environment. -50%.) [8]; Decreased Life Support [10], Early Maturation 3 [15]; Enhanced Move (Flying) x 1-1/2 [15]; Flight (Winged, Cannot Hover) [24]; Increased Speed x ½ [13]; Magic Knack (Pathfinder) [20]; Magical Knack (Seeker) [20]; Magic Knack (Attune Object) [20] Night Vision [10], Penetrating Call [5]; Parabolic Hearing x 6 [24]; Peripheral Vision [15]; Sharp Claws [25], Silence x2 [10]; Teeth (Sharp Beak) [5], Temperature Tolerance x2 (Limitation: Cold

Only. -50%) [1], Ultrasonic Hearing [5]. Disadvantages: Attentive [-1]; Bestial [-10]; Cannot Swim [0]; Color Blindness [-10], Dull [-1]; Duty (Owl post, 12-) [-10]; Fragile [-20], Inconvenient Size [-15]; Innumerate [-5]; Jealousy [-10]; Mute [-25]; No Sense of Smell/Taste [-5]; Poor Grip [-5]; Poverty (Dead Broke) [-25]; Presentient [-20]; Restricted Manipulators [-15]; Sense of Duty (Owner) [-5], Sleepy (50%) [-10], Social Stigma (Valuable Property) [-10]. Skills: Camouflage-IQ [4], Survival (Arctic, Forest, Mountains, Plains or Taiga, specialized)-IQ/IQ+5 [4]. Wizard’s Owl (Small) (7 points): As above, but ST -9 [-80]; Reduced Hit Points -7 [-35]. This template can be used to represent a small owl such as a screech owl. Ron’s owl Pigwidgeon uses this template. Wizard’s Parrot (-1 point): Parrots are used by wizards in lands where it is too hot or too obviously unnatural to use owls. Use the Parrot template on p. BE111, with the following changes. IQ -2 [+20]; Remove Short Lifespan [+10]; Add Magic Knack (Pathfinder) [20]; Magical Knack (Seeker) [20]; Magic Knack (Attune Object) [20]. Add Duty (Owl post, 12-) [-10]; Sense of Duty (Owner) [-5]. Wizard’s Rat (-143 points): This template represents an “ordinary” wizarding rat, large as rats go, but not gigantic. Attributes: ST -9 [-90]; DX +3 [30]; IQ -3 [-20]; HT +4 [45]; Reduced Hit Points -12 [-60]. Advantages: Acute Taste and Smell +4 [8]; Alertness +4 [20]; Cast Iron Stomach [25]; Chameleon x 2 (Limitation: Natural Camouflage, only works in natural outdoor environment. -50%.) [8]; Decreased Life Support [10]; Discriminatory Scent [15]; Faz Sense (3-hex range, -20%) [8]; Night Vision [10]; Peripheral Vision [15]; Sharp Teeth [5], Silence x 2 [10]. Disadvantages: Bad Grip [-10]; Bestial [-20]; Color Blindness [-10]; Innumerate [-5]; Mute [-25]; No Depth Perception [-10]; Poverty (Dead Broke) [-25], Presentient [-20]; Reduced Dodge [-15]; Sense of Duty (Owner) [-5]; Short Arms [-10]; Sleepy (50%) [-10]; Social Stigma (Barbarian) [-15]; Ugly Appearance [-10]. Skills: Survival (Plains, Swampland, Urban or Woodlands, specialized)-IQ+2/IQ+8 [8]. Wizard’s Toad (-163 points): Currently toads are “out of fashion” but some old-fashioned or traditionminded witches and wizards prefer them. This represents a very large (6-8” long) toad. Attributes: ST -9 [-90]; DX +2 [20]; IQ -4 [-30]; HT +1 [10]; Reduced Hit Points -9 [-45]. -135 Advantages: Alertness +4 [20]; Amphibious [10], Chameleon x 2 (Limitation: Natural Camouflage, only works in natural outdoor environment. -50%.) [8]; Decreased Life Support [10]; Doesn’t Breathe (Limitation: Breathes via osmosis. -50%.) [12], Metabolism Control x 8 (Limitation: Hibernation Only. -50%.) [20] Night Vision [10]; Penetrating Call [5]; Super Jump x 1 [10]; 360-Degree Vision [25]; Silence x 2 [10], Subsonic Hearing [5] 145 Disadvantages: Bestial [-20]; Cold Blooded [-5]; Color Blindness [-10]; Innumerate [-5]; Mute [-25]; No Depth Perception [-10]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Poverty (Dead Broke) [-25], Presentient [-20]; Sense of Duty (Owner) [-5]; Social Stigma (Barbarian) [-15]; Ugly Appearance [-10]. -175 Skills: Survival (River, Swampland, Plains or Woodlands, specialized)-IQ/IQ+6 [2]. 2

Other Magic Races
Other intelligent races mentioned, but not described in sufficient detail to allow a full racial template, include Dwarves Hags, Ogres, Wood Nymphs and Vampires. Dwarves: Professor Lockhart uses Dwarves as mock-cherubic singing messengers on Valentines Day. Use

the appropriate template from GURPS Fantasy Folk, but in the world of Harry Potter, Dwarves might not all have the stereotypical long hair and beard, and they might not be quite as tall as the standard Fantasy Dwarf. The dwarf described in the Book 2 seemed have the disadvantages of Bad Temper, Odious Personal Habit (Rude and Violent), and Vow (Complete the job at all costs). Whether all Dwarves share these disadvantages is debatable, given that the circumstances in which they are described. Hags: Hags are presumably extremely ugly (since they must cover their faces to mingle with wizarding society) and have the Odious Racial Habit (Eats other sentients, especially Children). Presumably they have the Sharp Teeth advantage and Magery as well. Ogres: This race is never described, but they can, apparently, mingle with wizarding society. Use the appropriate template from GURPS Fantasy Folk. Vampires: This race is never described; they presumably use the vampire template from either GURPS Magic or GURPS Undead. Wood Nymphs: This race is never described either, they presumably use the appropriate racial templates from either GURPS Spirits or GURPS Greece. Other Races: Trolls, gnomes and fairies are not fully sentient and can’t interact usefully with the intelligent races. All of these creatures are described under Magical Beasts. Given the highly magical nature of the wizarding world, the GM is justified in adding any fantastic race from GURPS Fantasy Folk or other supplement.

Magic Beasts
Nearly two-dozen beasts are mentioned in the novels, and “Fantastic Beasts and Where to Find Them” lists over 70 more. Given that some creatures mentioned in the books are not mentioned in “Fantastic Beasts,” and that new magic beasts are constantly being discovered, the GM should feel free to add any beast from Fantasy Bestiary or similar supplement as he sees fit. GURPS statistics for known magic beasts are given below. General descriptions of magic beasts that appear in “Fantastic Beasts” are not given here. Buy the book instead - it’s cheap and the money goes to charity. Wizards classify any creature as a “beast” if it is incapable of understanding and following wizarding laws, regardless of its intelligence. In GURPS terms, this means any creature with the Bestial disadvantage. The Ministry of Magic rates beasts on a scale of one to five X’s, with one “X” meaning that the beast is “boring” and “XXXXX” meaning that the beast is extremely dangerous, cannot be domesticated and should be avoided at all costs. The MoM also regulates trade in certain beasts, as well as the trade in the eggs of dangerous creatures and the body parts of rare or endangered creatures. Dangerous creatures or their eggs (generally, anything with a rating of XXXX or greater) are generally classed as “Class A Non-Tradable Goods,” meaning that their possession, sale or importation is banned by the MoM and there are severe penalties for violating the law. Body parts from rare or threatened animals, or dangerous materials are considered “Class B Tradable Goods,” meaning that their possession, sale or importation is strictly regulated by the MoM. There are penalties for smuggling Class B goods, but it is possible to get them for legitimate purposes if one can tolerate the MoM bureaucracy. The MoM has also imposed bans on the breeding of dangerous creatures. A ban on Dragon Breeding was passed by the Warlocks Convention of 1709 and a law against breeding new magical hybrid creatures was passed in 1965. Acromantula ST: 12-40 DX: 12-15 IQ: 7-9 HT: 14/6-35 Fright Check: 0 Move/Dodge: 4-12/7 PD/DR: 2/4 Damage: 1d-2 to 1d* thr/cut Reach: C, 1 Size: 3-7 hexes Weight: 50-700 lbs. Origin: F (Harry Potter) Habitat: F, J

*add 1d damage from Type A venom. The Acromantula is a fast-breeding, intelligent, communal species of nocturnal giant spider native to Indonesia. The largest specimens can reach 7 hexes in width and 700 lbs. in weight, although younger individuals are much smaller. While they have near-human intelligence, they do not use tools and their social organization seems to be instinctive, so they have the Bestial disadvantage. Acromantulas are mostly driven by hunger, while they might respect and trust a few rare humans; they generally consider humans to be just another meal. Acromantulas have been classified as dangerous beasts by the MoM. Acromantulas spin dome-shaped webs, mostly for shelter from the elements rather than to capture prey. When hunting, the leap on their prey, grappling it with their two prehensile front legs before delivering their venomous bite. If the wish to capture a victim, they grapple but do not bite. Because they prefer dark forest or jungle environments, Acromantulas are nocturnal and dislike intense light. Acromantulas exposed to sudden, bright light must roll vs. IQ or be Mentally Stunned. Those that are stunned must also make a Fright Check. Ashwinder: This is a magical snake produced by magical fire. Treat it as a normal snake (use the statistics for the rattlesnake on p. B143, but without the venom), but its eggs are red hot and can set fire to flammable materials they touch. Its eggs can be frozen using any spell that produces extreme cold or ice, preventing them from doing damage. Frozen ashwinder eggs are used in love potions or, if eaten whole, can cure certain diseases. Augury: This is a skinny greenish-black bird that inhabits the British Isles. Its mournful cry was taken as a death portent; any superstitious, magically-aware person hearing the noise must make a Fright check. In reality, it just cries when it is going to rain. An augury can accurately predict rain (or other wet weather) up to 12 hours in advance. Use the statistics for the Falcon on p. B142. Banshee: Banshees are described as skeletal female figures with a green-tinged face and waist length black hair. Their scream is unearthly has presumably has frightening, stunning or even killing effects. Use the statistics found in GURPS Horror, 2nd edition, p. 41. Basilisk, Harry Potter ST: 15-75 DX: 15 IQ: 10 HT: 15/30 Fright Check: -2 Move/Dodge: 6/6 PD/DR: 2/3 Damage: 1d cut* Reach: C Size: 17 hexes Weight: 5,000 lbs. Origin: ML Habitat: Any

*Basilisks also have Venom Type A that does 1d points of damage per minute. The basilisk is a powerful magic creature produced by Dark Magic. It resembles a huge bright green snake with large glowing yellow eyes. Males have a bright red crest. The largest specimens are up to 50’ long and can live for up to 900 years. Basilisks are extremely powerful, deadly beasts; not only do they have vicious fangs that inject a lethal poison, their gaze is also deadly. When anyone within 20 yards of a basilisk looks at it, they must roll vs. HT-6 to avoid immediate death. Creatures that are farther away might also have to roll if they catch the basilisk’s gaze, but they need only roll vs. HT to avoid dying. Creatures who see the basilisk’s gaze indirectly (e.g., reflected in a mirror or in a pool of water, through a camera lens or through a semi-opaque object) are not killed, but are instead permanently paralyzed, as if someone cast the Flesh to Stone spell on them. Normal magic or counterspells will not cure this paralysis, only the Mandrake Restorative Draught (see Potions) will do. Characters can try to avoid the basilisk’s gaze by closing their eyes. If there is any doubt as to whether a character closes his eyes in time, roll a contest of DX between the basilisk and the character. Ties go to the defender. Characters who try to fight or flee from a basilisk while blind move at half speed and are at -10 to hit with melee weapons.

The basilisk’s gaze can be defeated if both of its eyes are blinded. Its eyes can be targeted at -3 to -1 depending on the size of the beast, but the attacker must somehow avoid the monster’s gaze. Characters who meet the gaze of a one-eyed basilisk must roll vs. HT-2 or HT+4 to avoid its effects. Basilisks are extremely dangerous, even to their creators. All Animal Handling (Magic) skill rolls are at -4 to deal with a basilisk. Parseltongues (mages who can speak with serpents) have an easier time of it; they roll vs. their normal skill and get a +2 bonus because they can communicate with the serpent directly. Bat, Blood-Sucking Vampire: Use the statistics for either the bat Swarm or Horde from p. BE8 or p. BE42. Billywig: This magical insect is native to Australia. Its sting causes levitation, as if the victim had cast that spell on himself. However, the subject must roll vs. HT every time he is stung. On a failure by 4 or more, the spell lasts for 1d days! On a critical failure, the spell lasts permanently, until it is canceled by the appropriate potion or counterspell. Blast-Ended Skrewts ST: 5-25 DX: 9 IQ: 3 HT: 12/3-20 Fright Check: 0 Move/Dodge: 3 or 6*/5 PD/DR: 1-3/1-5 Damage: 1d-4 to 1d+2 thr/cut** Reach: C, 1 Size: 1-2 Weight: 5-500 lbs. Origin: F (Harry Potter) Habitat: Any

* The second number is the fire-assisted blast. ** Males also have Venom Type A. Females may automatically do 1 point of damage each turn after a successful hit. These are experimental magical beasts that Hagrid bred at the beginning of Book 4, presumably for use in the Triwizard tournament, but more likely as an illegal experiment. They are a magic fire crab-manticore hybrid. When they are young they look like deformed, headless, shell-less lobsters, pale and slimy-looking with legs sticking out in odd places and smell like rotten fish. The males have scorpion like stingers, the females have blood-sucking suckers on their bellies. They grow at a fantastic rate, reaching full maturity within a few months. When they are mature, they are 6’ long with thick, grayish, shiny armor and look like a cross between a scorpion and an elongated crab. Very Young skrewts have ST: 5, HP: 3, PD: 1, DR: 1 and do 1d-4 thrust/cutting damage at C range. HT rolls to resist the venom are at +2. Immature skrewts have ST: 6-20, HP: 4-12, PD: 2, DR 2-4 and do anywhere from 1d-3 to 1d+1 damage. HT rolls to resist the venom are at +1. Mature skrewts have ST: 20-25, HP: 13-20, PD: 3, DR: 5 and do 1d+2 damage. While they are not particularly vicious towards humans, they are cannibalistic and their very nature makes them dangerous, especially as they are mature. Skrewts move by crawling, but when threatened or angered, they can blast themselves several yards forward by shooting fire from their rear ends. This does 1d-4 fire damage to anyone in the rear hex of a young skrewt or 1d-1 fire damage to anyone in the rear hex of a mature skrewt. A skrewt’s PD and DR is reduced on its belly. If an attacker can target the skrewt’s underbelly, reduce the skrewt’s PD by 1 and halve its DR. Blood Sucking Bugbear - Insufficient description for a full write-up. It apparently will kill chickens. Boggart

ST: 5 DX: 10 IQ: 7 HT: 10 Fright Check: Special

Move/Dodge: 4/5 PD/DR: 0/0 Damage: Special Reach: 1

Size: 1 Weight: 0 lbs. Origin: ML (UK) Habitat: Any

Boggarts are magic spirits that haunt dark, lonely places, from isolated moors to closets. They are timid beasts, but their method of self-protection make them dangerous because they have the power to instantly sense the thing that the observer is most afraid of. When a boggart encounters something it considers to be a threat, quickly reads the mind nearest to it and takes the form of whatever it will thinks will frighten the viewer the most. It can also project simple mental messages into the viewer’s head and make the viewer recall details of a terrifying scene from his past. In game terms, this means that the viewer must make a Fright Check based on the scariest, most traumatic experience of his life. For people who have lived relatively sheltered lives, the Boggart plays on their fearful fantasies and social anxieties, forcing them to roll the Fright Check at -2 to -4. For example, a bullied child might see the boggart in the form of his tormentor, giving him -4 to Fright Check rolls. People who have experienced real trauma and terror have a much harder time dealing with boggarts. They must relive the worst experience of their life - either the most severe Fright Check they ever had to take or the greatest tragedy they have ever experienced. This forces them to roll their Fright Check at -5 to -10. For example, a boy who saw his parents murdered before his eyes would roll his Fright Check at -10. While the boggart’s power is physically harmless, the fear it engenders can make the viewer harm himself and the shock might even kill him. Presumably, the boggart somehow feeds on fear and/or the victim’s fleeing life energy. Because it is insubstantial, a boggart cannot be harmed with normal weapons or spells that rely on physical effects. Instead, the simplest way to deal with a boggart is to resist its fear attack. Since the best antidote to fear is usually laughter, spells that make the boggart look ridiculous give the viewer a +4 bonus to Fright Checks! If there are multiple observers, the presence of so many minds can also confuse the boggart, so penalties to the observer’s Fright Check are reduced by 1 for each additional person within 3 hexes of he boggart. If the subject makes his Fright Check, the Boggart must roll vs. IQ or be mentally stunned for 1d turns. While stunned, it might change shape randomly or assume an incongruous shape. During this time it is extremely vulnerable to being “disbelieved;” any spell that cancels fear or causes laughter cast on the boggart while it is stunned forces it to roll vs. HT to avoid bursting into a thousand pieces. Bowtruckle ST: 1-2 DX: 12 IQ: 6 HT: 12/2 Fright Check: No Move/Dodge: 2/8 PD/DR: 0/0 Damage: 1d-4 thr/crushing Reach: C Size: ¼ hex Weight: 1 lb. Origin: F (Harry Potter) Habitat: F

This is a shy insectivorous European tree guardian. It looks like a clump of twigs with two brown eyes. When its tree is threatened by a woodcutter or tree surgeon, it will attack, clawing at the target’s eyes with its claws. A magically-unaware person might assume that he just got a stick in his eye from a piece of falling debris. Bowtruckle-inhabited trees are preferred sources of wood for wands. A successful roll vs. Naturalist (Magic) will allow a wizard to distract a bowtruckle long enough to magically cut a tree branch. Bundimun ST: 1-10 DX: 10 IQ: 3 HT: 12/5-15 Move/Dodge: 2/5 PD/DR: 0/0 Damage: Special Reach: C Size: ¼ hex Weight: 1 lb. Origin: F (Harry Potter) Habitat: Houses

Fright Check: No A bundimun looks like a patch of fungus supported by numerous tiny legs. It creeps into houses and fills them with the stench of decay (as if the Perfume spell had been cast on the area) while eating away at the foundations. Every week a bundimun is allowed to feed undisturbed, it removes points of DR or HP equal to its ST from inanimate objects such as wood or stone. The more it eats, the larger it grows. They have no effect on living creatures. Bundimuns can be killed by casting spells such as Clean or Sterilize on them. A Clean spell (or something similar) will do 1d damage. A Sterilize spell will do double normal damage. Chimera: Use the statistics from p. FB18. Chizpurfles: These magical insect infests magic items and electronic devices, causing them to malfunction. They also infest the fur or feathers of magical creatures. Every week that a Chizpurfle infestation is allowed to go unchecked, reduce the item’s basic HT by 1. When HT is reduced by half, the item loses HP instead. When the item’s HP is reduced to 0, it is ruined. For every 10 HP of magic items a chizpurfle swarm eats, they gain 1 level of Magic Resistance, to a maximum of 10 levels. Every day that they do not get something magical to eat, however, they lose a level of resistance until they are back at their normal HT. Chizpurfles can be removed with the Cleaning or Sterilize spell. These spells kill the chizpurfles automatically if they fail a resistance roll vs. HT 9, plus any levels of Magic Resistance. Clabbert: This is a magic creature native to the Southern U.S. that resembles a cross between a frog and a monkey. It has a brightly glowing pustule in the middle of its head that gives light equivalent to that produced by the first level of the Light spell which flashes when the Clabbert senses danger. Wizards keep clabberts as pets or guard animals. Use the statistics for the Chimpanzee from p. B141. Crup: A crup looks like a Jack Russell Terrier, but with a forked tail. It can eat any organic material - from rubber to gnomes. It reacts at +2 to wizards and -4 towards muggles. Use the Dog statistics from p. B142, but with ST and HP at the low end of the scale. They can be domesticated, but wizards need a special license and need to pass a test to show that they can handle a Crup in muggle-inhabited areas. Dementors ST: 15 DX: 11 IQ: 8 HT: 12/20 Fright Check: Special Move/Dodge: 5/6 PD/DR: 1/3 Damage: Special Reach: C, 1 Size: 1 Weight: 0 lbs. Origin: F (Harry Potter) Habitat: Any

A Dementor is a spirit that creates and feeds on despair and misery. They infest the darkest, filthiest places, glory in decay and despair and drain peace, hope and happiness out of the air around them. They love prisons, insane asylums and other places where people are trapped and miserable. Dementors can sense human emotions and are instinctively drawn to any group of people who are experiencing strong feelings. To people who are not magically-aware, dementors are invisible, though muggles can feel the presence of a dementor in the form of fear, frustration and depression. Mages can see the dementor for what it is - a tall (8-9’) wraith- like creature clad in a dirty black cloak that hides its face and most of its body. The only visible part of the dementor is its hands, which are glistening, grayish, scabbed and slimy-looking. They keep their heads hidden except to feed (see below), but their breath is audible as a fearful deep, rattling. While dementors are somewhat corporeal, they are mostly intangible spirits. Physical attacks and spells that rely on physical effects will not affect dementors, although they can be defeated in spirit combat. A dementor’s normal attack is a powerful Fright Check. It can either produce a depressing, soul-deadening chill in those who see it, forcing the to make a Fright Check at -4, or it can make the subject vividly recall the most fearful or painful event of their life - either the most severe Fright Check they ever had to take or

the greatest tragedy they have ever experienced. This forces them to roll their Fright Check at -5 to -10. For example, a man imprisoned for a crime of passion he immediately regretted might have to make a Fright Check at -10. If the victim fails his Fright Check, he might acquire quirks and disadvantages associated with anger, despair, frustration or grief. Disadvantages such as Chronic Depression, Bad Temper, Cowardice or Guilt Complex are all appropriate disadvantages. If a victim is immobilized or rendered unconscious by a failed Fright Check, a dementor will attempt to use the feared power of the Dementor’s Kiss to suck out the victim’s soul. The kiss requires the dementor to throw back its hood (forcing observers to make another Fright Check) and press its scabbed, lipless mouth against the mouth of its victim. On the turn it begins the kiss, and each turn thereafter, the dementor sucks 1 point of Will from the victim. Levels of Strong Will go first, followed by levels of IQ. When the victim’s IQ is reduced to zero, the dementor frees the victim, who is now a soulless, mindless creature. He is physically alive, but he has no memories, no personality, no emotions and no ability to learn. He is permanently reduced to a mindless, soulless shell, essentially a living zombie. The only truly effective defense against a dementor is some sort of spirit combat, and the most effective spirit for fighting dementors is a Patronus (q.v.). Dementors who face a Patronus must make a Fright Check at -10. If they fail, they must flee from the patronus, not returning to the area for at least an hour. Demiguise: This is a peaceful, gray ape-like creature which can make itself invisible at will. Use the Gorilla statistics from p. B141. Its fur is used to make invisibility cloaks. Diricawl: This is a magical version of the Dodo (p. BE12) with the ability to Teleport away from danger. Doxy ST: 1 DX: 12 IQ: 3 HT: 10/2 Fright Check: No Move/Dodge:2/7 PD/DR: 1/0 Damage: 1d-4* thr/crushing Reach: C Size: 1/8 hex Weight: ½ lb. Origin: F (Harry Potter) Habitat: F, P

* Also produces Type A venom that does 1d-3 damage per day. This beast resembles a tiny, 4-legged, 4-armed, black furred fairy with beetle-like wings. It has sharp teeth and venomous bite. It inhabits forests and meadows throughout Europe and America. Dragon: Dragons in the world of Harry Potter are very similar to the standard fantasy firedrake described on p. FB83, but there are some differences. The most important difference is that young dragons grow extremely quickly, reaching maturity in just a few years. They are also less intelligent than standard fantasy dragons, with a maximum of IQ 8. Finally, dragons cannot be domesticated or tamed - no matter what Hagrid thinks! Fighting Dragons: Dragons have two weak points. First, a dragon’s eyes are not armored (although they do get the PD of the surrounding scales) so a well-placed weapon or spell can easily blind it. Second, a dragon’s belly isn’t as well armored as the rest of it. Reduce PD by 1 and DR by 25% on a dragon’s belly. There are ten different dragon subspecies, each with its own range and habitat preferences. Antipodean Opaleye: Native to New Zealand, but with some migration to Australia. It is the most beautiful form of dragon with pearly scales, iridescent pupil-less eyes and vivid red flames. Its preferred prey is sheep. It is not particularly aggressive; +1 to skill and reaction rolls. Chinese Fireball: Native to China and the Far-East, it looks like a mythological Chinese dragon, but with bright red scales and can reach weights of up to 5,000 and 10,000 lbs. It is less territorial than other dragons; up to 3 Fireballs will share the same territory. Unfortunately, one of its favorite foods is humans; -1 to skill and reaction rolls when dealing with a Fireball.

Common Welsh Green: This is a bright green dragon native to Wales. Its coloration helps it blend in with the terrain, giving observers -2 to see it against a background of well-watered grass or forest. It prefers to eat sheep and avoids humans unless provoked. Skills and reaction rolls are at +2 when dealing with a Welsh Green. Hebridean Black: This breed of dragon is native to the Scottish Highlands. It feeds on deer and cattle and is highly territorial. There are no penalties or bonuses to reactions or skill rolls when dealing with a Hebridean Black, but it reacts at -1 to other dragons. Hungarian Horntail: This breed of dragon is the most dangerous and aggressive of all the dragons; -2 to all reaction and skill rolls. It is black with sharp spikes on its tail. Treat any hit from the dragon’s tail as doing sw/cutting damage. It can also breathe fire up to 17 hexes distance. It feeds on goats, sheep and humans. Norwegian Ridgeback: This breed of dragon is rare and aggressive towards other dragons. It is identical to the Hungarian Horntail in most respects, except that it will eat any large creature - whether on land or sea. There are no penalties or bonuses to deal with this sort of dragon, but it reacts to other dragons at -2. Baby Norbert was a Norwegian Ridgeback. Peruvian Vipertooth: Native to South America, this is the smallest (only 15’ long) and fastest of all the dragons. In its mature state, use the Sub-Adult dragon statistics, but increase Move by 25% and DX by +1. It is copper-colored with a black ridge along its back. It is highly aggressive and enjoys eating people; skill and reaction rolls are at -3. Romanian Longhorn: This breed of dragon is native to South-Eastern Europe. It has dark green scales and long, golden horns. In combat, it first attempts to gore its victim before roasting it. The horns do Thr/Impaling damage based on ST. On the turn after the dragon gores its target, it will toss the victim 3d yards into the air (the victim takes normal damage from the ensuing fall). Finally, it will breathe fire on the remains. Since the Longhorn’s horns are a highly desirable magical commodity, this dragon enjoys protected status. There are no penalties or bonuses to deal this sort of dragon. Swedish Short-Snout: This breed of dragon has a silvery-gray skin and shoots a brilliant blue flame which is extremely hot - double the damage from a successful hit. Its hide is used to make protective gloves, boots and other leather goods. Ukrainian Ironbelly: This is the largest breed of dragon, weighing up to 15,000 lbs. It is slower than other dragons - reduce Move by 10%, but increase ST by 25%. It is metallic gray with long, vicious talons increase claw damage by +1. Dugbog ST: 5-7 DX: 10 IQ: 3 HT: 12/6 Fright Check: No Move/Dodge: 3/6 PD/DR: 1/1 Damage: 1d-2 thr/cutting Reach: C Size: 1 Weight: 30 lbs. Origin: F (Harry Potter) Habitat: S

This beast resembles a mobile log. It inhabits swamps and feeds on small creature and mandrakes. If startled or attacked, it attacks with its sharp teeth, aiming at the target’s legs and feet. Eakling ST: 6-7 DX: 11 IQ: 5 HT: 12/4 Fright Check: No Move/Dodge: 2/7 PD/DR: 0/0 Damage: 1d-3* thr/cutting Reach: C Size: ¼ hex Weight: 5 lb. Origin: F (Harry Potter) Habitat: F, M

This is a type of carnivorous fairy found in Central Europe. It looks like a small man with a pointed face and its preferred food is human children. Its laugh acts as a Charm spell on human children. Kids who fail

their resistance roll will follow the Eakling to a secluded place where it can attack. Erupment: This is a large, African rhinoceros-like beast with a powerful magical attack. Use the statistics for the Rhinoceros on p. BE29, but with the following changes: The horn on its nose magically ignores any PD or DR the target might have and injects a powerful explosive solution. On the next turn, the victim takes 2d explosive damage, multiplied by 5 for an internal explosion! Fairy ST: 1 DX: 12 IQ: 3 HT: 10/2 Fright Check: No Move/Dodge: 2/7 PD/DR: 1/0 Damage: 1d-4 thr/crushing Reach: C Size: 1/8 hex Weight: ½ lb. Origin: ML Habitat: F

Fairies are small, quarrelsome, vain, semi-intelligent woodland creatures. They have the power to use magic to camouflage themselves or to produce faint, decorative lights. Fire-Crabs ST: 4-40 DX: 12# IQ: 3 HT: 12/4-40 Fright Check: No Move/Dodge: 12/6# PD/DR: 3/8 Damage: 1d-4 to 1d+1 cut Reach: C Size: 1-2 hexes Weight: 20-1,500 lbs. Origin: F (Harry Potter) Habitat: Beach, SW

Despite the name, these beasts actually resemble large jewel-shelled turtles. They are native to the beaches of Fiji. They are generally inoffensive and are clumsy on land. The statistics above reflect their speed in the water. On land, they have DX: 7, Move/Dodge 2/3, but they can rapidly shoot away from foes by shooting a blast of flame from their rear ends. This does 1d-4 to 1d-1 flame damage to anyone in the crab’s rear hexes, based on the crab’s size and shoots the crab 2d hexes away. If the crab can’t blast itself away from an attacker, it can pinch with its claws. Fire crabs shells are sought after as cauldrons, so fire-crabs are protected in their own nature sanctuary. Flesh-Eating Slugs - These creatures are mentioned several times but never described. Assume that the look like slugs but are similar to Leeches (p. BE19) in their feeding habits and the amount of damage they do. Presumably, given enough time, a horde of flesh-eating leeches could seriously injure or even kill a person. They can be repelled with Flesh-Eating Slug Repellent, but the ingredients are sufficiently unsavory that a trip to Knockturn Ally (or similar place) is required to get it. Flobberworm ST: 1 DX: 7 IQ: 1 HT: 10/1 Fright Check: No Move/Dodge: 1/0 PD/DR: 0/0 Damage: N/a Reach: C Size: 1/8 hex Weight: ½ lb. Origin: F (Harry Potter) Habitat: FW, S

Flobberworms are brownish ditch-dwelling, two-headed worms. They like lettuce, although they will die if they get too much of it. They are mostly notable for being incredibly boring to study. Fluffy (Giant Three-Headed Dog) ST: 35 DX: 10 IQ: 5 HT: 12/25 Fright Check: 0 Move/Dodge: 7/5 PD/DR: 1/2 Damage: 2d-2 x 3 Reach: C, 1 Size: 6 hexes Weight: 1 ton Origin: F (Harry Potter) Habitat: Any

“Fluffy” is a huge, rare three-headed dog raised by Hagrid and used as a treasure guardian in Book 1. After

his services were no longer needed, he was released into the forbidden forest, where he still, presumably, roams. Whether he is the unique product of an experiment in magical breeding or a member of a rare species of giant canine is up to the GM. He looks like a horse-sized (possibly larger) three-headed wolfhound or mastiff with three heads. One head is placed where a dog’s head would normally be, the other two heads sprout from the base of his neck and face slightly to the left and right, respectively. In combat, Fluffy’s central head can attack targets directly in front of it. The left head can attack targets to the front, left front or to the left side hexes. The right head can target victims to the front or right front or left side hexes. Two heads can’t combine to attack a single victim, nor can they “cross” each other to attack targets on the far side of an adjacent head. Spells cast on Fluffy’s body affect him normally, but he gets three separate resistance rolls against spells that affect his senses, IQ or Will. Likewise, damage or stunning to one head does not affect the others. If he takes damage equal to 1/3 HP to one head, he must roll vs. HT to avoid having that head die. A dead head removes one of his bite attacks, lowers his level of Alertness by 1 and adds 200 lbs. of encumbrance in the form of (literally) dead weight. If his left or right head is killed, he cannot attack to side hexes on that side. In addition to normal canine senses (Discriminatory Scent, Ultrasonic Hearing), Fluffy’s two extra heads give him much more acute senses than normal. Treat this as five levels of the Alertness advantage. In spite of his formidable defenses Fluffy has two important weaknesses. First, he spends much of his time sleeping, assume that he will be asleep 2/3 of the time (1-4 on 1d). Unless intruders are noisy or otherwise careless, it will take Fluffy 1d turns to sense their presence and react. If attacked, of course, he will wake up and react on the next turn. Stealthy characters (especially those protected by invisibility) can attempt to win a Contest of skills between their Stealth skill and Fluffy’s IQ + Alertness. Fluffy’s greatest weakness, however, is that he can be lulled to sleep by music. Every turn that someone plays a musical instrument (even at default level), Fluffy must roll vs. IQ to start to nod off, falling fast asleep in 3d seconds as long as he has not been previously attacked or roused to action. In combat, Fluffy will behave like a normal dog, barking furiously before lunging to attack the nearest opponent. He will chase fleeing characters, but will not vigorously pursue characters who quickly leave his territory. Presumably, if there were a whole pack of “Fluffies” they would use wolf pack tactics, albeit on a massive, truly frightening scale. Ford Anglia ST: 50 DX: 9 IQ: 5 HT: 10/100 Fright Check: 0 Move/Dodge: 120/5 PD/DR: 3/5 Damage: Collision + 1d+1 Reach: C Size: 6 hexes Weight: 1,600 lbs. Origin: F (Harry Potter) Habitat: Any

Arthur Weasley purchased this turquoise automobile with the stated intention of taking it apart to see how it worked. In fact, he took it apart and enchanted it so it could fly. He also added numerous other magical enchantments, including extradimensional space in the passenger compartment and the trunk and an invisibility generator (activated by pressing a silver button on the dash). Perhaps inadvertently, he also gave the vehicle some measure of sentience and “automobility.” Fred and George “borrowed” the car to rescue Harry at the beginning of Book 2. Later, Harry and Ron stole the car to fly to Hogwarts. Unfortunately, the strain of the long trip proved too much for the invisibility and flight enchantments. First the invisibility charm failed, allowing Muggles to see the car as it flew towards Scotland. Then the flight charm failed, forcing Ron and Harry to crash into the Whomping Willow. They escaped, only to have the car eject them and their belongings before trundling off into the Forbidden Forest. Later in the book, it reappeared to save Ron and Harry before vanishing again. Its personality is perhaps something like that of a pet pony - appreciative of what people can do for it and essentially friendly, but ornery if pushed too far.

Listed speed is its maximum road or flight speed. In practice, given the rough terrain in the Forbidden Forest and its poor state of repair, it probably won’t move at any rate faster than a brisk walking pace except in emergencies. If it retains the ability to fly, it doesn’t demonstrate it in its subsequent appearances. If it encounters humans in the forbidden forest, it is likely to be friendly - perhaps rescuing them from danger or giving them a lift. In combat, the Anglia flashes its lights and honks its horn before colliding with its target, hoping to scare opponents off before the impact. If it overruns its target in the collision, its tires do 1d+1 “trampling” damage. Given the collision avoidance spells on it, it prefers to collide only as a last resort and then only with creatures or objects which won’t damage its body too much. It takes 125 points of damage to completely destroy it, although it can be “crippled” if one of its tires takes at least 20 points of damage. Its HP score might have originally been higher, but it was damaged by the collision with the Whomping Willow and presumably has suffered further wear and tear while wandering. Conventional GURPS Vehicles statistics for the Anglia are pointless, given the numerous enchantments on it. Assume, if it is willing to cooperate, that the car can hold up to 2 tons of passengers and equipment, and that it can accelerate at 2 yards per second or brake at 4 yards per second. It presumably also has anticollision spells on it, reducing the amount of damage that passengers take in a collision. Note: The Ford Anglia was a Ford Motors product built the UK in the late 1950s to suit British tastes. The resulting vehicle was small, light, underpowered and dumpy-looking by contemporary U.S. standards, but sold well because it was inexpensive, fairly reliable and reasonably fuel-efficient. Ford Anglias, along with Ford Prefects, were a common sight along British roadways in the 1960s and 70s, but are now comically obsolete. A U.S. equivalent might be something like a Dodge Dart or a Ford Pinto. Presumably, by the time Arthur Weasley got it, this particular Ford Anglia was destined for the junk yard. Fwooper: This is a brightly-colored African bird whose song will eventually drive those who listen to it to madness. Use the statistics for the Falcon on p. B142, but after each week of listening to the fwooper’s calls, listeners must roll vs. Will or suffer from the effects of the Madness spell until they are removed from the sound of fwooper calls for at least two weeks. Fwoopers sold in the UK must have a Silencing charm placed on them. Giant Squid: Use the statistics for the Giant Squid found on p. BE33 but with several differences. The giant squid found in the Hogwarts School lake is adapted to survive in shallow, fresh water and appears to be able to survive on vegetation and carbohydrates in addition to fish and other aquatic beasts. It also seems to be more intelligent than normal giant squid (IQ 7-8) and is much less shy when dealing with humans. Most importantly, it seems to be favorably disposed towards humans, for example pushing humans who fall into the lack back to shore rather than pulling them down to drown. Ghoul ST: 12-20 DX: 9-11 IQ: 3-5 HT: 12/16-20 Fright Check: 0 Move/Dodge: 5/5 PD/DR: 2/3 Damage: 1d-2 cutting Reach: C, 1 Size: 1 hex Weight: 200-400 lbs. Origin: ML Habitat: Attics, Barns

Unlike ghouls in other settings, Ghouls in the world of Harry Potter are harmless. They look like ugly, buck-toothed, black-skinned ogres. They are nocturnal hunters who eat spiders and moths. Ghouls have the habit of moaning loudly and occasionally throwing loose objects about. This can be startling, but is generally harmless. Many wizards come to think of a resident ghoul as a sort of a pet. Chameleon Ghouls: This sort of ghoul is identical to the standard ghoul, but it can morph itself into the shape of a common household item, making it harder to find. Grumbumble: This is a grey-furred insect that produces sweet treacle that induces melancholy. While the treacle is useful in countering hysteria, it can give regular users the Chronic Depression disadvantage. Gnome, Harry Potter

ST: 2 DX: 10 IQ: 3 HT: 10/2 Fright Check: No

Move/Dodge: 2/6 PD/DR: 0/0 Damage: 1d-4 thr/crushing Reach: C

Size: 1/8 hex Weight: 1 lb. Origin: F (Harry Potter) Habitat: F, P, Gardens

Gnomes are a common magical garden beast found throughout the Northern Hemisphere. They look like 1’ tall, brown, leathery-skinned humanoids with large potato-shaped heads, horny feet and razor-sharp (but small) teeth. They live in holes in gardens and feed on plants (especially Horklumps). They are considered pests because they eat the rooms of garden plants, they make holes in gardens and they draw attention from Muggles. The most humane way to “de-gnome” a garden is to grab the gnome by its feet, swing it until it is dizzy and then hurl it over the garden wall. Fortunately, the this action draws other curious gnomes out of hiding, making them easier to catch (+4 to catch them). Wizard children treat gnome tossing as a sort of a game, although they consider de-gnoming the garden to be an onerous chore. Gnomes are the natural prey of Jarveys and Crups (q.v.). Graphorn ST: 200 DX: 10 IQ: 4 HT: 15/40 Fright Check: No Move/Dodge: 6/5 PD/DR: 4/10 Damage: 1d+2 thr/impaling Reach: C, 1 Size: 8 hexes Weight: 8,000 lb. Origin: F (Harry Potter) Habitat: M

A graphorn is a four-legged beast with a grayish-purple coat and a humped back. It has two long-sharp horns that it uses to attack. On the first turn, it will impale its target. On the next turn, it will toss the victim 2d hexes into the air, so that the victim suffers falling damage. On the third turn, it will trample the remains. Graphorns are extremely aggressive and hard to control. Reaction and skill rolls are at -3. Graphorns can be tamed, but they are always too vicious to be reliable, reaction and skill rolls are always at -1, even for a tamed beast. Magic doesn’t work very well either. A graphorn has 10 levels of Magic Resistance. Griffin: Use the statistics found on either p. B145 or p. FB128. Grims: These are large, black dogs associated with powerful death omens. Whether they have the power to kill those who see them or to cause death by fright is up to the GM. A good treatment of Grims and similar beasts is found in Roleplayer #30. http://www.sjgames.com/gurps/Roleplayer/Roleplayer30/GhostDogs.html Grindylow ST: 6* DX: 11 IQ: 5 HT: 12/6 Fright Check: No *ST15 for grasping. The grindylow is an aquatic “demon” that looks like a horned humanoid with pale green skin. It lives in lakes throughout the British Isles. It mostly feeds on fish, but it will also try to drown swimmers. It does so by grabbing them with its long-fingered hands. While the grindylow itself is weak, its gripping strength is very strong. The trick to breaking the grindylow’s grasp is either to use magic or force (any damage will make it release its grip) or to break off the grindylow’s fingers one by one. Treat this as a contest of the attacker’s ST vs. the grindylow’s basic ST. If the attacker wins the contest, he breaks off one of the grindylow’s fingers, reducing its effective gripping ST by 2. When four of the grindylow’s fingers have been removed, it cannot Move/Dodge: 6/7 PD/DR: 1/1 Damage: 1d-3* thr/crushing Reach: C Size: ½ hex Weight: 15 lbs. Origin: ML Habitat: FW

grasp effectively and will flee. The fingers regenerate in 2d weeks. It will also reflexively flinch from hot water or fire, releasing its grip. Spells such as Flame Jet (or their aquatic equivalents) are extremely effective in dealing with Grindylows. Hinkypunk ST: 3-7 DX: 9-11 IQ: 3-5 HT: 12/9 Fright Check: 0 Move/Dodge: 5/6 PD/DR: 2/0 Damage: N/a Reach: N/a Size: 1 hex Weight: 0 lbs. Origin: ML (English) Habitat: S

Hinkypunks are smoke-like one-legged spirits that feed on the life energy of struggling or dying creatures. A hinkypunk looks like a wisp of animate mist or smoke, giving observers -3 to see it. At night or in foggy conditions, it can create a lantern-like like using an innate version of the Create Light spell. He floats over dangerous areas of bogs or near cliffs hoping to lures travelers to their doom. When it senses a living creature, it makes its light appear to be a lantern and hops just ahead of the traveler until he falls into the bog. Then, the hinkypunk somehow feeds on the victim’s energy and panic as he struggles to free himself. The best way to avoid a hinkypunk is to ignore them. Spells such as Reveal Hidden, Sense Spirits or Sense Foes will show a hinkypunk for what it is. Hippocampus: Use the statistics for the Horse Makara on p. FB43. Hippogriff: Use the statistics found on p. FB30, with a few differences. Hippogriffs have IQ 5 and are proud. Though they are not particularly intelligent, they can determine if someone is untrustworthy, cruel or disrespectful on a roll of 12 or less. In this case, they react to that person at -4 and might attack. They forage for worms and ground-dwelling insects, but will also eat birds and small mammals. They lay one egg which hatches in 24 hours. The baby hippogriff is able to fly within the week. Horklump ST: 1 DX: 0 IQ: 1 HT: 10/1 Fright Check: No Move/Dodge: 0/0 PD/DR: 0/0 Damage: N/a Reach: C Size: 1/8 hex Weight: ½ lb. Origin: F (Harry Potter) Habitat: F, Meadows, Gardens

This is a sessile, mushroom like creature that infests gardens. It is a favorite food of gnomes and for this reason is considered to be a pest. Horklump infestations can be controlled with spells or potions or by the secretions of the Streeler. Imp ST: 1 DX: 12 IQ: 5 HT: 10/2 Fright Check: No Move/Dodge: 2/7 PD/DR: 1/0 Damage: 1d-4* thr/crushing Reach: C Size: 1/8 hex Weight: ½ lb. Origin: ML Habitat: S, Rivers

This is another form of fairy, except that it does not have wings and is dark-colored. It prefers river banks and marshes and has a slapstick sense of humor. Jarvey: This is a large semi-intelligent ferret with the power of speech. It hunts gnomes. Use the statistics on p. BE14, but with IQ7 and +1 to ST and HP. Jobberknoll ST: 1 DX: 12 Move/Dodge: 12/9 PD/DR: 0/0 Size: 1/8 hex Weight: 1/4 lb.

IQ: 3 HT: 10/1 Fright Check: No

Damage: No Reach: C

Origin: F (Harry Potter) Habitat: F, P

This is a small magical bird whose feathers are used in certain potions. Kappa: Use the statistics on p. J118. Kappas can be persuaded to no harm a person if it is thrown a cucumber with the person’s name carved in it. Make a reaction roll. On a neutral or better reaction, the Kappa lets the person go. Kelpie: Use the statistics on p. FB37, but the kelpie also possesses the Shapeshifting spell, allowing it to change into an otter or similar mundane water creature. They also prefer to attack their victims outright, drowning them and then eating the body. Kelpies can be tamed if a mage uses the Harness spell to place a bridle on the kelpie and then makes a roll vs. Animal Handling skill -4. Knarl ST: 1 DX: 10 IQ: 3 HT: 11/1 Fright Check: No Move/Dodge: 1/4 PD/DR: 1/0 Damage: No Reach: C Size: 1/8 hex Weight: ½ lb. Origin: F (Harry Potter) Habitat: F, P, Gardens

The knarl is a sort of magical hedgehog. It looks identical to a hedgehog in all respects, except that it takes umbrage if treats are left out for it and ravages the garden in retaliation. Kneazle: Use the statistics for an ordinary wizarding cat, above, but with IQ 8 and ST 5. Add Absolute Direction, Danger Sense, Empathy and Sense of Duty (Owner). Kneazles are able to interbreed with normal cats, producing a hybrid like Crookshanks. They use the standard wizarding cat template, but are larger than normal (ST4) and have the Danger Sense and Empathy advantages and the Sense of Duty (Owner) disadvantages. Both kneazles and kneazle-cat hybrids tend to be more aggressive than other cats, especially when they encounter someone who causes their owner distress. They are extremely good at sensing untrustworthy people (this is an effect of the combined Empathy and Danger Sense), and the more untrustworthy the person (or creature) the stronger their reaction will be. Lethifold (Living Shroud) ST: 18 DX: 12 IQ: 5 HT: 16/20-25 Fright Check: 0 Move/Dodge: 3/6 PD/DR: 2/3 Damage: Special Reach: C Size: 4 hexes Weight: 5 lb. Origin: Fantasy (Harry Potter) Habitat: J

This tropical horror resembles a mobile black cloak about half an inch thick. It attacks by wrapping itself around sleeping or unconscious victim and smothering them. On the turn it grapples its victim and every turn thereafter, it will attempt to suffocate its victim, using the rules on p. B122. Once the victim is dead, the lethifold will quickly consume the victim’s body, leaving nothing behind. (Note that the victim’s mass is somehow turned into magical energy, so the lethifold doesn’t gain any weight.) Since the lethifold is only semi-corporeal, spells and attacks that rely on physical effects will go right through it. The only spells that work are those that either move the mage away from the lethifold or those which engage it in spirit combat. The best option is the Create Patronus spell. Lobalug: This is a sessile creature that lives at the bottom of the North Sea. When it is disturbed, it squirts Type A Venom at its target. Anyone in the same hex as the Lobalug will be affected by the poison unless they make a HT roll. Mackled Malaclaw ST: 2 Move/Dodge: 4/5 Size: 1/8 hex

DX: 9 IQ: 2 HT: 10/2 Fright Check: No

PD/DR: 0/0 Damage: 1d-4 thr/cutting Reach: C

Weight: 2-3 lbs. Origin: F (Harry Potter) Habitat: Coasts

This beast resembles a large beach-dwelling lobster. If eaten, it poisons the consumer, giving him a high fever, a greenish rash and -2 to ST, DX and IQ for 1d days. It will also lower the character’s Appearance by two levels, to a minimum of Hideous. If it bites a person, it gives them the Cursed disadvantage for 1d+1 days. Manticore: Use the statistics for the beast on p. FB44, but with the following additions: The manticore has IQ 9 and 10 levels of Magic resistance. Moke ST: 1 DX: 12 IQ: 3 HT: 10/1 Fright Check: No Move/Dodge: 5/8 PD/DR: 1/0 Damage: N/a Reach: C Size: 1/8 hex Weight: ½ lb. Origin: F (Harry Potter) Habitat: F, P

This species of lizard has the ability to shrink at will when it detects a predator. Vision rolls to detect a shrunken Moke are at -10. Moke skin is prized by wizards. Mooncalf ST: 10 DX: 10 IQ: 5 HT: 12/10 Fright Check: No Move/Dodge: 7/8 PD/DR: 1/0 Damage: N/a Reach: C Size: 1 hex Weight: 100 lb. Origin: F (Harry Potter) Habitat: F, P

Mooncalves are extremely shy burrowing creatures that look vaguely like silvery-gray calves, but with bulging eyes on top of it head and large flat feet. They emerge on nights when the moon is out and perform complicated mating dances, leaving behind patterns that muggles mistake for crop circles. Mooncalf dung strengthens magical plants and makes them grow quickly. Mummy: Use the mummy statistics on p. M117. Murtlap ST: 1 DX: 12 IQ: 3 HT: 12/2 Fright Check: No Move/Dodge: 5/6 PD/DR: 0/0 Damage: 1d-4 thr/cutting Reach: C Size: 1/8 hex Weight: ½ lb. Origin: F (Harry Potter) Habitat: Coasts

The Murtlap looks like a rat with a sea anemone growing out of its back. When pickled and eaten, murtlaps give a bonus to resist hostile magic. Each “dose” gives +1 to resistance rolls to resist the effects of such spells for 1 day. A dose of murtlap also cancels the Unluckiness disadvantage for 1d hours. For each dose of Murtlap consumed, the character must roll vs. HT at -1 per dose after the first. On a failed roll, he sprouts bushy purple hair from his ears. This gives him the equivalent of the Hard of Hearing disadvantage and reduces his Appearance by one level to a minimum of Ugly. Niffler ST: 6 DX: 10 IQ: 5 HT: 12/6 Move/Dodge: 5/6 PD/DR: 1/1 Damage: 1d-3 thr/cutting Reach: C Size: ½ hex Weight: 20-30 lb. Origin: F (Harry Potter) Habitat: F, P, Sub

Fright Check: No The niffler is a badger-like beast native to Britain. It is fluffy, black and long-snouted, and eagerly searches for glittery items. Because of this latter trait, it is occasionally kept as a treasure-hunting beast. Nifflers make poor pets, however, because of their constant burrowing. Nogtail ST: 4 DX: 10 IQ: 7 HT: 10/15 Fright Check: No Move/Dodge: 12/12 PD/DR: 2/3 Damage: 1d-2 thr/cutting Reach: C Size: ½ hex Weight: 20+ lb. Origin: F (Harry Potter) Habitat: Farms

The nogtail is a demon in the shape of a runt pig. It insinuates itself into a normal litter of piglets, stealing milk from its “littermates.” As it grows, it gradually blights the area around it, effectively giving every living creature in an ever expanding area the Unluckiness disadvantage. The longer the Nogtail stays, the greater its area of influence and the worse its effects. A nogtail is very fast and difficult to catch, but it can be permanently driven from a farm if it is chased out of the boundaries of the farm by a pure white dog. Nundu ST: 35 DX: 15 IQ: 7 HT: 15/35 Fright Check: -4 Move/Dodge: 12/12 PD/DR: 3/5 Damage: 2d thr/cutting Reach: C, 1 Size: 2 hexes Weight: 1,000 lb. Origin: F (Harry Potter) Habitat: J, P

The Nundu is a gigantic leopard capable of moving with complete silence. In addition to its fearsome physical attacks, it also has poisonous breath. Anyone within a 20 hex radius of the beast’s mouth must roll vs. HT or catch the infectious disease of the GM’s choice. An African native, the Nundu has decimated entire villages. It is extremely vicious and cunning and very difficult to catch or kill. Occamy ST: 10 DX: 12 IQ: 5 HT: 12 Fright Check: No Move/Dodge: 5/6 PD/DR: 1/1 Damage: 1d-3 thr/cutting Reach: C Size: 2 hexes Weight: 100-150 lb. Origin: F (Harry Potter) Habitat: J

This is a two-legged, feathered serpentine jungle creature native to Asia. It aggressively defends its nest, since its eggs are made of pure silver. Patronus ST: 15 DX: 13 IQ: 10 HT: 14/35 Fright Check: Special Move/Dodge: 8/12 PD/DR: 3/6 Damage: Special Reach: C, 1 Size: 1 Weight: 0 lbs. Origin: F (Harry Potter) Habitat: Magic

A patronus is a powerful magical protective spirit created by the Create Patronus spell. It is a spiritual embodiment of the mage’s hope, happiness, goodness and will to live. “Evil” creatures such as demons and dementors must make a Fright Check at -10 when they see the patronus. If they fail the roll, they flee in panic and will not disturb the mage or his companions for at least an hour after the patronus leaves. At the GM’s option, a patronus might also protect the mage against corporeal creatures or people who are trying to harm the mage. These foes must make a Fright Check at -4. A patronus has no effect on creatures or people who mean the mage no harm.

The exact appearance of the patronus depends on the mage who casts the spell, but it will always be somehow symbolic of something important to the wizard. A patronus can engage in combat on the spiritual plane. In this case, it does 1d+2 cutting damage to other spirits. Its nature also makes it extremely difficult for “evil” spirits to affect it, double damage and DR against such creatures. Phoenix ST: 20 DX: 15 IQ: 15 HT: 12/15 Fright Check: No Move/Dodge: 6/6 PD/DR: 3/4 Damage: 1d+2 thr/imp Reach: C Size: 2 Weight: 100 lbs. Origin: ML Habitat: D, M

The phoenix is a rare, beautiful swan-sized bird that dwells on remote mountaintops or in barren deserts. It is scarlet with golden tail feathers and has remarkable magic powers. In rare cases, it will consent to being “tamed” by a wizard of exceptional goodness and power. In such cases, it forms a mental bond with its “owner” so that it can be summoned by mental command. In some cases, this mental command also extends to other characters who are exceptionally loyal to the phoenix’s master or to those the wizard has asked the phoenix to watch out for. When a phoenix gets old, it regenerates itself by immolating its body in magical flames of its own creation. Its body then reappears as a chick from the ashes of its old body and quickly grows to maturity. While phoenixes are not immortal, their powers of regeneration make them extremely long-lived. A phoenix also has remarkable healing powers. It is immune to poison, paralysis and spell-like effects that cause instant death, such as a basilisk’s gaze or the Avada Kedavra spell. It is also has the equivalent of Fast Regeneration. If it is killed, its body will burst into flames and renew itself, as described above. Its tears are powerful medicine. They can instantly cure poison if they are dripped into the subject’s mouth or onto a poisoned wound. They can also heal wounds, just as if the subject had consumed healing elixir. Finally, the song of the phoenix acts like the Restore Strength and Bravery spells for any “good” creature or person who hears it; evil creatures must make a Fright Check. Phoenixes are extremely gentle creatures. They eat only herbs and usually never offer violence. If threatened, they will first attempt to flee but they will willingly risk their own lives to save others. If a phoenix encounters a creature associated with Dark Magic, it will attack if it believes there is no other way to deal with the threat. In this case, the phoenix attacks with its sharp beak, striking at vulnerable targets such as the eyes. In addition to walking, the Phoenix can fly at Move 18. It can also Teleport (with effective skill 25) while carrying up to Medium Encumbrance. Pixie ST: 2 DX: 12 IQ: 5 HT: 10/3 Fright Check: No Move/Dodge: 3/7 PD/DR: 1/0 Damage: 1d-3* thr/crushing Reach: C Size: ¼ hex Weight: 1 lb. Origin: ML Habitat: F, P

Pixies are a type of fairy native to Cornwall in Britain. They are blue-skinned, and while wingless, they can fly. They have a manic energy and enjoy practical jokes of all sorts, so they create destruction wherever the go. Their flight powers are magic, allowing them to carry up to 150 lbs. of addition weight for a short distance. This allows them to pick up humans and transport them to the tops of tall trees or rooftops. Plimpy ST: 3 DX: 8 Move/Dodge: 2/4 PD/DR: 0/0 Size: 1/8 hex Weight: 2-3 lb.

IQ: 2 HT: 12/3 Fright Check: No

Damage: No Reach: C

Origin: F (Harry Potter) Habitat: FW

This is spherical bottom-dwelling lake fish. It walks around on the lake bed on two long, webbed feet. Merfolk consider them to be pests. Pogrebin ST: 6 DX: 11 IQ: 5 HT: 12/6 Fright Check: No Move/Dodge: 6/7 PD/DR: 1/1 Damage: 1d-2 thr/crushing Reach: C Size: ½ hex Weight: 15 lbs. Origin: ML Habitat: Any

This is a Russian demon that looks like a mobile rock. It enjoys tailing humans and has both Shadowing and Camouflage skills at 15. Every hour that the Pogrebin follows its target, the victim must roll vs. Will. On a failed roll, they lose double their normal fatigue during the next hour and they are at a cumulative -1 to skills and abilities. Eventually, the victim will become so weakened, despairing and frustrated that they will collapse. At this point, the Pogrebin will spring from its hiding place and try to kill and eat the victim. Porlock ST: 6 DX: 10 IQ: 7 HT: 12/7 Fright Check: No Move/Dodge:8/7 PD/DR: 0/0 Damage: 1d-3 thr/crushing Reach: C Size: ½ hex Weight: 35 lbs. Origin: ML Habitat: Farms

The Porlock is a horse guardian spirit native to Ireland. It looks like a shaggy bipedal, large-nosed humanoid that walks on cloven feet. Porlocks are shy and lives to guard horses. Porlocks have approximately 10 points in racially-learned spells and skills that aid it in its task, such as Animal Handling (Horses), First-Aid and simple spells. It is shy around humans. Puffskein ST: 1 DX: 8 IQ: 3 HT: 10/2 Fright Check: No Move/Dodge: 3/4 PD/DR: 0/0 Damage: No Reach: C Size: ½ hex Weight: 10 lbs. Origin: F (Harry Potter) Habitat: Houses

The puffskein is a spherical, furry, docile beast that hums when it is contented. It has an extremely long tongue which snakes through the house scavenging for food. It will eat anything from leftovers to spiders, but has a particular fondness for the contents of sleeping wizard’s noses. It is a popular pet among wizarding children. Quintaped (Hairy MacBoon) ST: 10* DX: 12 IQ: 7 HT: 12/15 Fright Check: 0 Move/Dodge: 5/6 PD/DR: 1/1 Damage: 1d-1* thr/cutting Reach: C Size: 1hex Weight: 150 lbs. Origin: F (Harry Potter) Habitat: Isle of Drear

Quintapeds only live on the Scottish Isle of Drear. They are a dangerous beast that looks like a giant starfish covered with thick reddish-brown fur. Each leg is articulated and ends in a club food. In the middle of the body are two eyes and a huge maw filled with sharp teeth. They enjoy eating humans, so all reaction rolls are at -2. Ramora: See the statistics for the Remora, p. FB59.

Red Cap ST: 12 DX: 10 IQ: 7 HT: 12 Fright Check: No Move/Dodge: 5/5 PD/DR: 1/1 Damage: 1d-2 thr/crush or by weapon Reach: C, 1 Size:1 hex Weight: 130 lbs. Origin: ML Habitat: Battlefields

These creatures look like dwarves, but typically wear pointed caps soaked with blood. They live in burrows on old battlefields or in any other place where human blood has been shed. They attempt to bludgeon solitary travelers to death. Re’em ST: 120 DX: 9 IQ: 5 HT: 14/25 Fright Check: No Move/Dodge: 5/5 PD/DR: 1/2 Damage: 1d+2 thr/impaling Reach: C Size: 3 hexes Weight: 3,500 lbs. Origin: Fantasy (Harry Potter) Habitat: P

These are giant oxen with golden hides. If attacked they attack with their sharp horns. On the turn after a successful strike, they toss the victim 2d yards into the air. On the turn after that, they trample the remains. Their blood gives the drinker immense strength, as if he had consumed the Hercules elixir. Runespoor: This is a vividly-colored three-headed snake native to central Africa. It is semi-intelligent and each head serves a different function. Its eggs are used in certain potions. Use the statistics for the Rattlesnake on p. B143, but it is not venomous. Salamander: See the description on p. FB61. Salamanders can survive for up to 6 hours outside a fire if regularly fed pepper and they will only live as long as the fire from which they sprang burns. Salamander blood has magical properties. Sea Serpent: See the description on p. FB64. Sea serpents are not hostile and have never been known to attack humans. Shrake ST: 1 DX: 10 IQ: 2 HT: 12/2 Fright Check: No Move/Dodge: 8/5 PD/DR: 0/0 Damage: 1d-3 thr/crushing Reach: C Size: ½ hex Weight: 1-5 lbs. Origin: F (Harry Potter) Habitat: SW

The shrake is a small North Atlantic fish covered completely in spines. A shoal of shrake will tear fishermen’s’ nets. They are otherwise peaceable; they only do the listed damage if they are roughly handled by a bare-handed character. Skeletons: Use the skeleton statistics on p. M117. Some skeletons might be mutated or otherwise altered with magic. These variations are “special effects” possibly worth a Fright Check unless they improve the skeleton’s combat ability. In those cases, extra limbs might give the skeleton extra attacks, greater Move and/or extra Hit Points. It is also possible that there are free-willed, intelligent skeletons. In this case, use the Skeleton template from GURPS Undead. Snidget ST: 1 DX: 20 IQ: 3 Move/Dodge: 30/15 PD/DR: 1/0 Damage: No Size: ¼ hex Weight: ¼ lb. Origin: F (Harry Potter)

HT: 12/1 Fright Check: No

Reach: C

Habitat: F, J, P

The snidget is a walnut-sized golden bird noted for its incredible speed and agility. Because of its small size and speed, all rolls to see a golden snidget are at -4, and attempts to grab it are at -8 to DX or skill. It is currently a protected species. Trade in live snidgets or snidget parts is restricted by the Ministry of Magic. Sphinx: See the description on p. FB70. Streeler ST: 3 DX: 7 IQ: 2 HT: 12/6 Fright Check: No Move/Dodge: 1/0 PD/DR: 1/2 Damage: No Reach: C Size: ½ hex Weight: 5-25 lbs. Origin: F (Harry Potter) Habitat: F, J, P

The streeler is giant snail that changes color every hour. It slime trail is incredible venomous, killing any vegetation it touches. It is kept as a pet and as a method of controlling Horklumps. Tebo: Use the statistics for the Peccary on p. B141, but the Tebo has the power to make itself invisible at will. Troll ST: 25-35 DX: 9-11 IQ: 7-8 HT: 14-16/25-35 Fright Check: 0 Move/Dodge: 6/6 PD/DR: 2/3 Damage: By weapon Reach: C, 1 Size: 3 hexes Weight: 1,500-2,500 lbs. Origin: ML Habitat: F, M

Trolls are large, ugly, foul-smelling, semi-intelligent humanoids. They can stand up to 12’ tall and are violent and unpredictable. Mountain trolls are the largest and strongest (use the ST stats from the top of the range). They are bald with gray, horny skin, long arms, short legs, flat feet and a small head. Forest trolls have pale green skin and might have straggly hair. River trolls are purple and have short horns and may be hairy; they live under bridges. In some cases, trolls can be sufficiently domesticated that they can be used as guards. Unicorn: Use the Fantasy Unicorn statistics on p. FB77, but with several changes. Change IQ to 7 and remove spell powers. They will not attack and are entirely defenseless. Their only defense is to run away or hide. Unicorn foals are golden, as they mature, unicorns turn silver and then white. Their blood is a powerful curative and spell ingredient, but anyone who drinks it is cursed. In game terms, they gain at least 20 points in “evil” mental disadvantages. Unicorn horn and hair are also powerfully magical spell ingredients. Winged Horse: See the description for Pegasus, p. FB52. All breeds of winged horses can be domesticated, although owners must perform a Disillusionment charm on them to hide them from Muggles. As with normal horses, there are many different breeds: Abraxan: Giant palominos. Double the normal ST score. They prefer to drink single-malt whiskey rather than water. Aethonan: Chestnuts, popular in the British Isles. Use the normal Pegasus statistics. Granian: Grays. They are particularly fast. Add +2 to Move on the Ground, +4 to aerial Move. Thestral: Black. They have the Invisibility advantage and might also have the Jinx disadvantage. Yeti: See the description on p. BE65. Yetis fear fire and must make a Fright Check if they are threatened

with it. Zombie: Use the zombie statistics on p. M117.

Magic Plants
Abyssinian Shrivelfig: Potion ingredient, needs to be peeled. Alihotsy: Eating the leaves causes hysteria. Those who eat the leaves must make a Fright Check. Blooming Beans: These are decorative beans that sprout immediately and grow to maturity if they are planted or placed in any sort of soil. If they are dropped, they might accidentally take root and sprout where they are dropped. Bouncing Bulbs: Tulip-like bulbs that bounce like rubber balls when dropped and which also try to pop out of the soil when they are being potted. Bubotubers: These are magical black, slug-like plants. They produce yellow-green, petrol-scented pus that is used in potions that cure acne. In undiluted form, the pus can be dangerous, making areas touched by the pus break out in painful boils, as if the victim were afflicted with the Boils spell. Devil’s Snare ST: 10-25 DX: 9-12 IQ: 0 HT: 12/10-50 Fright Check: No Move/Dodge: 0/5 PD/DR: 1/3 Damage: 1d-2 thr/crushing Reach: C, 1 Size: 1+ hexes Weight: 50 lbs. per hex Origin: F (Harry Potter) Habitat: F, Sub

The devil’s snare is a semi-mobile plant that inhabits dark, moist places. Its central body is extremely soft and spongy, negating falling damage for objects and creatures that land on it. Large specimens can spread to cover up to a 5 hex radius. Unfortunately, the plant can sense impacts or pressure, and quickly wraps dozens of tough vines around objects that touch it. The harder the victim struggles, the harder the tentacles squeeze; struggling or panicking victims take 1d-2 crushing damage per turn. On a critical hit, some of the vines wrap around the victim’s neck or cover his nose and mouth, and he begins to Suffocate. Creatures that make a Will roll to remain still don’t take damage except on a critical hit, but are still held fast by the vines. Characters can break free from the vines if they win a Contest of ST, but whether the attempt succeeds or fails, they automatically take maximum damage. The weakness of the devil’s snare is that it is extremely vulnerable to fire and sunlight. It takes double damage from fire and it takes 1 point of damage per minute from direct sunlight or spells which simulate sunlight. It dislikes bright lights, such as the light produced by the highest level of the Light spell, although it does not take damage. If exposed to fire or light, the snare will instinctively recoil, retracting its tentacles and freeing its victims. Dittany: A mundane medicinal herb. One of the plants found in One Thousand Magical Herbs and Fungi. Flutterby Bush: A plant used in Herbology class. It quivers and needs pruning. Gillyweed: This is a magic aquatic herb that grows wild in the Mediterranean and possibly in other warm seas. When a “dose” of gillyweed is ingested, it gives the subject the Gills and Amphibious advantages for 1 hour. Leaping Toadstools: The second year Herbology classes worked with these. Presumably they are toadstools that jump. Mandrake: See the description on p. FB99. Immature mandrakes do not kill the listener when they are uprooted. Instead, they cause unconsciousness, ranging in length from a few hours to several weeks depending on the plant’s state of maturity.

The Mandrake root is a powerful restorative. It forms an essential part of

most antidotes, including one for Petrifaction. The Mandrake Restorative Draft returns people who are transfigured or cursed to their original state. Mandrake seedlings are tufty little plants, purplish green in color with what look like tiny babies growing where the roots would be. These creatures grow and develop over the course of several months until they mature and can be harvested and used for potions. The cry of the Mandrake is fatal to humans, so special care must be taken when growing them. Even as a baby, the Mandrake's howls can knock a person out for a couple of hours. The Dugbog is particularly fond of eating Mandrakes. Puffapod: Fat pink pods with seeds that burst into flower if dropped. Umbrella-sized Flowers: These hang from the ceiling of greenhouse. Venomous Tentacula: This plant has spiky, dark-red mobile vines and presumably some sort of jaws. It is described as “teething” in Book 3 and is quite possibly carnivorous. Whomping Willow ST: 10* DX: 8 IQ: 0 HT: 12/150 Fright Check: No Move/Dodge: 0/5** PD/DR: 2/5 Damage: 1d-2 thr/crushing Reach: C, 1-10 Size: 3+ hexes*** Weight: 3+ tons Origin: F (Harry Potter) Habitat: F

This is a large, willow tree with animated limbs that stands on the grounds of Hogwarts school. It was planted in the early 1970s to guard one of the secret passages from Hogwarts into Hogsmeade. It is up to the GM to determine whether the whomping willow is unique to Hogwarts or is found elsewhere. It blindly attacks anything that gets within the range of its branches, flailing with its limbs and branches, ignoring only creatures smaller than a dog and people it has knocked unconscious. Its weakness is there is a knot near its base, next to the opening to the secret tunnel, that “deactivates” its limbs. A creature that can slip through, or under its branches can press the knot. Alternately, an missile attack by a small object (anything with a diameter of 1” or less) or a thrusting attack with a staff or spear might also be able to press the knot, as long as the blow does at least 0 points of damage. It is also possible that a prone character, especially one that is moving slowly and carefully, might be to slip under the willow’s branches.

Chapter 4 - Magic
Magic is divided into four broad areas: Transfiguration (altering the appearance or form of an object or turning one object into another), Charms (adding properties to an object or person), Curses (nasty spells directed against another person - also called Jinxes) and Divination (spells that predict the future). In

GURPS terms, the broad magical theories learned in classes on Transfiguration, Charms, etc. are treated as the Thaumaturgy skill, while individual spells are learned as skills using the magic system presented in GURPS Basic. Transfiguration: This is the art of changing things into other things. This field of magic mostly seems to cover the Animal, Body Control and Illusion and Creation colleges, especially the spells Shapeshifting, Shapeshift Other, Alter Body, Permanent Shapeshifting, Merging Shapeshifting, Partial Shapeshifting and Great Shapeshifting. Other spells, listed below cover introductory and intermediate transfigurations. They are Transfiguration and Minor Transfiguration. Spells from the Body Control College included in Transfigurations are Alter Visage, Alter Body, Decapitation, Shrink, Enlarge, Corpulence, Shrink Other, Enlarge Other, Alter Voice, Haircut and Hair Growth. Spells from the Illusion and Creation College include Create Object, Create Animal, Create Servant, Create Mount, Control Creation and Create Warrior. Charms: This is the art of adding properties to objects or creatures that they did not possess previously. This field of magic covers most of the spells from the other colleges, including the spells that affect the mind and the emotions. Essentially any spell that doesn’t involve physically changing an object or person and which isn’t particularly harmful to the subject is a Charm. Curses: These are hostile forms of Charms and Transfigurations. This field of magic covers the hurtful spells from various colleges. Many combat spells fit into this category, as do spells that cause bad luck, pain or actual injury. Divinations: This category of spells covers any spell that attempts to predict the future. It is the smallest category of spells. It covers several Knowledge spells and a few Protection and Warning spells.

Changes to Existing GURPS Magic
Magic in the world of Harry Potter is similar to the magic system presented in GURPS Basic, Magic and Grimoire, but with a number of exceptions. Easier Enchantment: It seems to be much easier to enchant items in the world of Harry Potter and mages use enchanted items with the same regularity as muggles use electric appliances. To better simulate this, the GM should consider halving the price and energy cost require to enchant “mass produced” magic items. For ubiquitous and/or trivial items (e.g., gadgets like a Rememberall or Fred and George’s Ton-Tongue Toffees) the GM should consider quartering cost and energy cost. Powerful items, such as invisibility cloaks can still require the full cost to enchant. Additionally, mages can take a break from enchanting an object. Halve the time required to enchant an object each day and allow the mage to put an object he is enchanting aside. Easier Spells: The most important difference is that spells are easier to learn. Mental/Hard spells become Mental/Average, Mental/Very Hard spells become Mental/Hard and mages are allowed to learn a spell by putting only ½ character point into it. This has several effects. First, low-IQ mages (e.g., students) can get respectable skill levels in a given spell much more quickly. When combined with the Missing Prerequisite rules, this allows young mages to “improvise” spells with very little practice and still have a decent chance of success. Second, by reducing the skill cost, it is easier for wizards to get fatigue reductions for high skill and allows spells to be cast without gestures. This better simulates the magic described in the books. Eye Contact: At least with certain spells, eye contact with the subject of the spell is vital. The GM can normally assume that a mage establishes eye contact just by concentrating, but if the mage doesn’t have eye contact for some reason, the GM can assess a -1 to -10 penalty to skill, based on how familiar the mage is with the subject, the object and its location.

For example, if a mage wishes to summon his broom, which is in a familiar location and which he rides every day, he might only be at -1 to skill. If he is trying to betwitch an unknown foe hidden behind a wall, he would be at -10 to skill, if the GM ruled that he could cast the spell at all. If the mage knows the subject of the spell well, but cannot see the object on the subject’s body that he wishes to affect, he is at -1 to -4 based on how good his guess is as to the nature and location of the hidden object. For example, Mrs. Weasley would only be at -1 to skill to empty Fred and George’s pockets of various mischief-making devices, since she is all too familiar with what she is likely to find there . . . If a mage has already established eye contact and it is subsequently broken, the GM can require a new skill roll, with the penalties described above to maintain the spell. He can also require a Will roll to maintain concentration if the mage is jostled, falls or is injured. Combined Effort: If two or more mages cast the same spell at the same target simultaneously, add the total base energy cost of all the spells cast to determine the effective power of the spell. If the spell is increased to its maximum effect, the victim is at -1 per additional point of energy to resist the spell. Default Spell Skills: Unlike standard GURPS spells, Mental/Average spells default to IQ-5 and Mental/Hard spells default to IQ-6 if the wizard can make a successful Thaumaturgy skill roll or has received some sort of formal instruction (which can be simple as hearing the appropriate “word of power”) from a wizard who knows the spell at level 12 or better. Like normal spell casting, default spell casting is at a penalty for each missing prerequisite spell or missing level of Magery. Levels of Magery count as levels of IQ when figuring defaults. Spells do not default to other spells, only to IQ + Magery. Faster Spells: A mage may attempt to cast a spell more quickly, by taking a -4 skill penalty per missing second of time, down to a minimum of 1 turn required to cast the spell. Fatigue Cost: Fatigue cost is based on the mage’s effective skill, before modifiers for range, and target size and speed are taken into account. Gestures: While most spells don’t require anything more than pointing a wand and speaking a command word, a mage can get a bonus to skill for using certain gestures, such as flicking and swishing his wand in a certain way. If the mage takes an extra second to perform these gestures, he gets +1 to skill. Intent: A mage’s intent when he casts the spell can be as important as the spell itself. For example, technically, the “Expelliarmus” spell just disarms a foe, but if a wizard (or group of wizards) really wishes to incapacitate a foe, then the spell might have more powerful effects, especially on a critical success. Likewise, critical failures tend to reverse the intent of the spell rather than just its effects. The most important aspect of this rule is that if characters spend an extra turn casting a spell specify the precise object they wish to influence, they get a +1 to their skill roll. For example, “Leviosa” will levitate items, but if Ron were to say “Wingardium Leviosa” to specify that he wished to levitate a feather, he would get +1 to skill. In any case, since the intent is the important thing, technically incorrect “nouns” still have full effect. (In game terms, this means that what the player specifies takes precedence over what the character actually says to trigger the spell.) Learning Spells: Spells can be self-taught from books at half the normal rate, as long as the spell to be learned doesn’t have prerequisites, or the reader already knows the prerequisite spells. Likewise, a character may learn spells that he has successfully cast using his default skill, but at half normal speed. Spells can be taught via formal instruction at the normal rate or faster using the rules for Learning Skills Under Pressure from GURPS Compendium I. Finally, if a character receives formal instruction in a spell or has access to a book that contains the appropriate spell, they may immediately learn that spell as long as they have at least ½ a character point available to spend. (This is a change from the normal GURPS rules that require a character to invest at least 1 point in a spell in order to learn it.)

Magic Items: Magic items work differently in the Harry Potter books than in GURPS Magic. (a) Spells cast using magic items do not count as spells "on." (b) Spells cast using magic items unaffected by any Shock or Stun penalties the mage might suffer (although he is still susceptible to Distraction). This means that the mage must still make a Will roll if he is attacked while using the item. (c) Spells cast using magic items do not count against a mage’s "running spell count," for spells which have such limits such as Minor and Major Healing. (So a mage could use his own healing spell once and then use a magic item with a healing spell in it on the same patient.) (d) Unless otherwise stated, magic items work automatically. No skill roll is needed to cast the spell. The only difference is that in Contests of Skill, the enchanter’s skill with the spell is used, not the mage’s skill. Magic Words: A wizard casting a spell gets a +1 bonus to skill if he loudly speaks the word of command used to trigger the spell. If he speaks the word softly or whispers it, he doesn’t get the bonus, and if he doesn’t speak the word at all, he is at -2 to skill. This applies to default spell skills, as long as the mage knows the magic word. If the wizard doesn’t know the spell above level 12, he must always speak the word of command and cannot cast the spell silently. He does, however, get the +1 bonus for speaking loudly. Mana Levels: For the most part, the world of Harry Potter is a Normal Mana Zone, but only characters with the Magery advantage can cast magic spells. It is possible that there are rare areas of intense magical activity that rate as High Magic Zones and certain areas that are Low or No Mana Zones. In any case, mana levels are mostly normal. Missing Prerequisites: Mages can learn and cast spells that they couldn’t otherwise cast at -5 per missing level of Magery required to learn the spell, and -3 for every missing prerequisite spell needed to learn the skill. If the mage’s effective skill with the spell is reduced to 3 or less, however, he can’t cast the spell at all. In theory this variant allows a wizard to learn a high-level spells quickly by bypassing all the prerequisite spells. In practice, the skill penalties will be so huge that mages will find it more practical to put a point into all the prerequisite spells. Partial Spell Effects: Spells that fail by 1 or 2 points might have a partial effect, at the GM’s option. A spell that misses by 1 produces a weaker or less intense effect that still might have some benefit, for example, a Poltergeist spell to throw a pillow across the room might not throw the pillow accurately or it might throw something other than the target! A spell that misses by 2 will produce some trivial effect, for example, rather than turning the victim into a pig, the victim might just grow a pig’s tail. Ranged Spells: Spells that are not cast by touching the target must be “aimed” on the turn they are cast. Apply normal Vision, Cover, Range, Size and Speed modifiers that affect the target to the mage’s effective skill to hit the target, and then subtract the PD from shields or natural or worn armor. The mage’s effective skill to cast the spell correctly is only limited by range. If the mage makes his skill roll by enough to cast the spell, but not by enough to hit the target, the spell is cast successfully, but misses its target. At the GM’s option, it might hit another target instead. Characters can use the Dodge and Drop Retreat option to get out of the way of a spell. This gives the caster an additional -3 penalty (for the movement of the target) to hit the subject. Normal retreats have no effect, unless the GM rules that the target’s retreat protects him somehow - such as by letting him duck into cover. Dueling Spells: If two mages cast spells at each other at the same time, there is a small chance that their “beams” will intersect, nullifying or deflecting one or both spells. Compare the die rolls for both mages, as if they were rolling a contest of spell skills. The mage whose roll succeeds by more has his spell take effect first. If the mages tie, both spells are deflected. Roll 1d randomly to determine the direction of scatter. If anyone is along the path of the “beam” they are hit by the errant spell on a roll of 9- or the mage’s adjusted skill, whichever is less.

Similarities: Spells, especially transfiguration spells, work better when there is some sort of “correspondence” between the original object and the desired effect. The GM can give a bonus of +1 to +2 if the mage is trying to change an object into another object with some sort of similarity - either in size, shape, appearance or name. For example, characters might get a +1 bonus to transfigure a guinea pig into a guinea fowl, or to turn butter into cheese. If an object has multiple “similarities” the GM can give a +2 bonus, for example, turning a beetle into a button (similar name, similar size, similar appearance, etc.) Spell Side Effects: Spells usually have at least some visible or audible effect, such as a loud “bang” and/or a flash of light or swirl of sparks. Failing that, they require some sort of “prop” to produce their effects. For example, Divination spells always require the appropriate tools (a cup of tea, the subject’s palm, a crystal ball, etc.). Knowledge spells often produce some sort of visible effect, such as producing a flashing light or making a noise when they are triggered. The exact effect of a given spell is up to the GM. Using Spells Under Stress: At the GM’s option, any spell cast when the character is under life-threatening stress gets +2 to his rolls to cast a single “defensive” spell, to a maximum effective skill level of 15. The GM’s word is law when determining what circumstances count as “life-threatening” and what sort of spells can be considered “defensive.” Wands: While mages can cast spells without using a wand (and most mages do so spontaneously as children), wizards need a wand to work powerful magic. See the Wands Section below.

Divinations
Divinations and similar spells are notoriously fickle and unreliable, and depend heavily on a mage’s innate talent. In game terms, for a mage to learn any Divination spell, or other spell that predicts the future, he must have the Divination Talent. If he doesn’t have the talent, while he can still study divination to improve his knowledge of magical theory, or to use Divinations as prerequisites for other spells, he can’t effectively use the spell - he’s just wasting his time. Furthermore, unlike all other spells, Divination spells and their ilk are treated as Mental/Very Hard skills, and the mage’s effective skill can never exceed 12, although higher levels of skill can be used to offset penalties.

Muggles and Magic
Wizards are aided in their campaign to keep magic secret by the muggle habit of ignoring or explaining away the extraordinary. When a person without the Magery advantage sees a spell or magic creature, first roll vs. Vision-2. On a failed Vision roll, the muggle refuses to notice the magical effect. On a successful Vision roll, roll vs. IQ. On a successful roll, the character explains away what he sees - he thinks it’s a movie prop, a hallucination, or something else. Only on a failed roll will the character not be able to rationalize what he saw. On a critical failure, the muggle will be convinced that what he saw was not normal. How he reacts depends on the character, but at the very least, he will talk to his friends about the event. In such cases, the Office of Misinformation and teams of Obliviators are standing by.

Technology and Magic
Magic interferes with mundane communication and sensor signals. Because of this, any device that relies on radio waves, etc. won’t work properly in areas where there is lots of magic. Attempts to use any sort of electronic device in a magic area, or interpret sensor signals reflected from a magic area are at -2 to -10, depending on the strength of the magic in the area and the strength of the signal. For example, a witch’s cottage half a mile away might give -2 to TV and radio function, but it wouldn’t interfere with a powerful ground to air radar unit. Attempting to transmit or receive signals from the grounds of Hogwarts School would be at -10 to skill, if the GM ruled that it was possible at all. As a rule of thumb, assume that a simple electric device suffers a -1 penalty per TL5 above 5 when magic is in regularly used within a few hundred yards. Electronic devices suffer a -2 penalty per TL above 5 for regular magic use within half a mile, or -4 for magic use within 10 yards. Assume that any device with a

penalty of -2 or more to routine use will be prone to malfunction, slow to start, and otherwise erratic. Assume that any device with a penalty of -10 or more won’t work at all, unless its user makes a skill roll. Some areas of the wizarding world (such as Hogwarts or Diagon Alley) are sufficiently magical in themselves that they count as “regular magic use” even if no spells are in effect at the time. For example: simple TL6 style power tools would be at -1 to skill when used near magic. TL8 electronic gadgets would be at -6, or -12 if magic was in use in the immediate area. Wizards have developed a magic form of radio that ignores (or perhaps uses) the effects of magic on electromagnetic signals. Wizard radio signals are undetectable to mundane sensors, assuming that wizard radio uses the airwaves at all.

The Limits of Magic
Magic in the world of Harry is a bit more restricted than magic in a conventional fantasy campaign. According to J.K. Rowling, the most important differences are that divinations are unreliable, created items vanish within a few hours after being created and there are no spells that can raise the dead. It is also obvious that spells cannot be used to permanently transfer skills to another character or to learn skills more quickly than normal (except, perhaps, by raising IQ). In GURPS terms, the most important difference is that some colleges of magic aren’t as commonly learned and might not exist at all. The GM should feel free to forbid any spell that he thinks could go against the spirit of the books and/or the campaign, or rule that they are rare, secret or Dark Arts spells. On the other hand, the novels describe (or hint at) dozens of spells not listed in GURPS Magic or Grimoire. The GM should feel free to add spells as he sees fit. Rare Spells: Rare spells are not commonly taught and you can’t just learn to cast them from a book that you pick up at Flourish & Blotts. At the very least, the GM should require a Thaumaturgy roll to determine if a rare spell is possible and then one or more Research or Occultism rolls to determine where one might find such a spell. In short, learning a rare spell requires a quest. Secret Spells: Secret spells are hidden or are restricted to students of a particular school or organization. Treat Secret spells as if they were Rare, but all rolls to discover the existence and possible location of a secret spell are at -4. If the mage can deduce the existence of a Secret spell, he then faces an adventure to get the spell, and he might acquire powerful Enemies if he succeeds in acquiring it. “Permanent” Objects: All spells that create objects out of thin air and which have a “Permanent” duration actually only create those objects for 1d/2 hours (minimum 1 hour). Mages who make a successful Thaumaturgy skill roll can double this duration, tripled if they also know the spell at skill level 20 or better and quadrupled if they know it at skill level-25+. For example, Dumbledore (with remarkable skill levels with both Thaumaturgy skill and the Mass Create Item spell) wishes to create a number of sleeping bags. He successfully rolls against his Thaumaturgy skill, doubling the duration, but it is actually quadrupled since he knows the Mass Create Item spell at skill level 25+. The GM rolls a 4 for the base duration. This is quadrupled so the sleeping bags actually last for 8 hours before vanishing. A created object can be made truly permanent for 10 times the base cost of the spell using the rules for enchantments. Transformations: At the GM’s option, spells which work by transforming one object into another (e.g., a rat to a rutabaga) or by modifying an object (e.g., making a person grow a pig’s tail) are truly permanent if the spell is listed as having a “Permanent” duration. Mind Control and Mind-Reading: Spells that allow a mage to “get inside” another character’s head or share powers, senses or abilities with another character don’t appear in the Harry Potter books. The GM can either forbid spells such as Mind-Reading, Lend Skill, Steal Skill, Suggestion, and Rider Within, or he can assume that they are M/H (or even M/VH) skills compared to the “average” M/A spell. Such spells are also presumably Gray or even Dark magic and are highly restricted. If the GM does allow such spells, he can also apply a skill penalty based on how far into the subject’s psyche or senses the mage wishes to delve. For example, a Suggestion spell might suffer no penalty at all, since it’s a brief, minor intrusion on the subject’s

mind. Spells such as Rider Within or Mind-Reading might have a penalty of -3 or more.

The White and Dark Arts
In the world of Harry Potter, spells are divided into spells that are considered benign and spells that are considered “Dark Arts.” Though it isn’t specifically mentioned in the books, some of the spells used are just nasty, and might be considered “Gray Arts” if they are misused. For simplicity, spells can be divided into “White Arts,” “Gray Arts” and “Dark Arts.” Dark Arts: Dark arts spells are spell that cause severe pain or direct injury, or which completely eliminate the victim’s free will. Presumably, they also include spells that summon or create monsters or which deal with demons or the undead. Hogwarts School (and presumably most other schools of magic) do not teach Dark Arts spells and restrict access to library books that contain Dark Arts techniques. Those schools that do teach the Dark Arts are considered to be somewhat suspect. Note that while some use of Dark Arts spells is tolerated in wizarding society, they aren’t considered to be “polite.” A known user of the Dark Arts would certainly have a Bad Reputation (as a dangerous, possibly suspect person) even if he is otherwise law-abiding. Certain Dark Arts spells are illegal to use on another sentient creature. These are the so-called “Unforgivable Curses” that will result in a life prison sentence if the offending wizard is caught. The Unforgivable spells are those that completely control another person’s body, cause intense pain or kill outright. In GURPS terms, the unforgivable spells include Agonize, Control Person, Possession, Permanent Possession or Deathtouch spells. The GM should assume that any powerful combat skill is “dark” and restrict its use accordingly. Characters who make a habit of using Dark Arts spells might have to make Fright Checks after repeated or particularly shocking or cruel use of the dark arts. If the character fails his Fright Check, he acquires a “dark” habit or characteristic. Eventually, reckless users of the dark arts will suffer from “evil” disadvantages such as Bad Temper, Berserk, Bloodlust, Bully, Callous, Fanaticism (Self), Greed, Jealousy, Intolerance, Odious Personal Habits, Megalomania, Sadism, Selfish and so forth. Since Dark Arts spells are not socially acceptable, it is often hard to find information on how to cast them. A roll vs. Streetwise (Magical) and some discrete inquiries in Knockturn Alley might be required. A character who wants to learn extremely rare or powerful Dark Arts spells must roll at a penalty. A failed Streetwise roll might mean that other mages (or the Ministry of Magic) will ask pointed questions about the character’s motives and ethics. A critical failure might mean that Lord Voldemort or his minions might come calling, looking for a new follower - or a new threat to be eliminated. Gray Arts: Some spells, while freely taught, aren’t very nice. In polite wizarding society, they are permitted for self-defense or sport dueling and might be tolerated in emergencies, but well-bred wizards shouldn’t make a habit of using them on other people. If using Dark Arts is like attacking with a knife or gun, using the Gray Arts is like punching or tripping someone. The law might overlook such things, but it’s a good way to make enemies. Wizards who routinely use spells that interfere with another person’s consciousness or body might get a Bad Reputation and might even acquire the Bully disadvantage. Another type of “Gray Art” are spells that are (basically) harmless, but which are illegal. These might include spells that could easily affect the mundane world (such as many Technology spells) or which are potentially dangerous (such as creating new types of magical animals). There is no particular difficulty in learning the Gray Arts, but wizards who make an obvious habit of it might get a bad reputation. White Arts: White Arts are spells that are harmless or beneficial and which don’t have any potentially nasty side effects. They include most Healing spells, Divination spells and spells that affect objects or unintelligent creatures in a relatively benign way.

Wands
". . . Unusual combination - holy and phoenix feathers, eleven inches, nice and supple."

-- Harry Potter and the Sorcerer’s/Philosopher’s Stone. Spells generally require a wand as a focus. Each wand is unique and is matched to the mage who will use it, without his wand a wizard is effectively disarmed. Wands are also a symbol of magic power, by law a wizard has the right to carry a wand at all times while wands are prohibited to non-human creatures (although the goblins probably ignore and/or dispute this decree). A disgraced wizard is publicly shamed by having his wand broken in front of his peers. Without a wand, a wizard is at -10 to his effective skill and his effective level of Magery is reduced by 1 when determining which spells he can cast. Note that a wizard who is reduce to Magery 0 can still cast spells, but at a penalty for each “missing” level of Magery. Remember that if a mage’s effective skill with a spell is reduced to 3 or less, he can’t cast the spell at all. Given the increased chance of a critical failure and the low chance of success to cast spells without a wand, prudent wizards will surrender if disarmed. With a wand that is properly attuned to him, a mage gets a +2 bonus to cast spells. If a wizard uses another wizard’s wand, he can cast spells normally (i.e., no skill penalty or effective loss of Magery), but doesn’t get the +2 bonus. Different Wands for Different Purposes: In the books, certain wands are described as being particularly good for transfigurations or charms; whether this provides any game effect, or is just a salesman’s pitch is up to the GM. If the GM rules that different wands do have different properties, he can rule that certain types of wands might give a further +1 bonus to cast certain spells or certain types of spells, if they are attuned to the user. Making and Choosing Wands: Wizards can make their own wand using the Wand spell (q.v.), but most wizards choose to purchase pre-made wands. Commercial wand-makers learn the Wand spell at very high levels and generally produce a better product than the wizard could make for himself. When a wizard purchases a commercial wand, the wand-maker will “fit” a pre-made wand to the mage by measuring his body and observing him. (Roll vs. Professional Skill (Wand Maker) to determine which combination of wand materials is best for the customer.) The proper sort of wand will “attune” itself to the wizard. An attuned wand will feel warm in the user's hand. Often, when a wand first attunes itself to a wizard (especially if it’s the mage’s first wand), it will spontaneously perform a trivial, but flashy, magic spell (such as the Sparks spell) when the wand is first grasped as an outward sign that it has “bonded” with the wizard. It is up to the GM to determine if a wand can become “unattuned” or if a wand can “reattune” itself to another mage if its previous owner dies or involuntarily gives up his wand. Broken Wands: A broken wand is useless until it is repaired. Repairing a wand requires a roll vs. Professional Skill (Wand Maker). Improper repairs, such as gluing or taping the pieces of the wand together, allow the wand to function, but without any bonus for attunement and at -4 to effective skill. In addition, any normal failures of spells cast with the broken wand produce odd, unintended spell-like effects, such as bubbles, foul smells, puffs of smoke and the like. Critical spell failures produce spectacular, devastating results. Typically the miscast spell will affect the user with an extremely powerful version of the spell he was trying to cast, produce a reversed version of the spell, or both. Priori Incantem: Wands that share identical core materials (e.g., hairs from the same unicorn, feathers from the same phoenix) won’t work properly against each other. This effect is likely to come up only as a GM-inspired plot device or as a result of a successful Luck or Serendipity die roll. When wizards using two identical wands cast spells at each other using their wands on the same turn, the two wands will "lock" as their magic energies converge. On the next turn one wand will force the other to "regurgitate" the "echoes" of important spells that the owner of the other wand cast in the past. At the same time, both wizards are surrounded by a dazzling sphere of glowing golden webbing that acts as a force field and moves them in a random direction.

When the Priori Incantem effect occurs, roll a contest of the wand enchanters' skill with the Wand spell (usually 12 unless specified otherwise), plus any levels of Strong Will that the mage holding the wand has. The winner of the contest cancels the other mage's spell and "locks" both mages into the force field described above. Each turn that the winning mage holds his wand steady (by concentrating and making a Will roll) he can force the other mage's wand to release an echo of an important spell cast with that wand. Dark Magic spells definitely count as important spells! If the mage used the wand to kill a person, a ghostly "echo" of that person's soul will appear and can speak with the mage who won the contest. What the spirit says and how they react to the mage depends on their relationship to the wizard, their personality and the needs of the plot. While the winning mage concentrates, both mages are surrounded by a shimmering force field that acts as both an Anti-Magic shell and a Force Dome that protects both mages. The wizards can see out of this dome and can speak to people on the other side but can't leave the dome. The dome lifts the wizards 2d yards in the air and moves them 1d hexes in a random direction each turn. If the winning mage can make a roll vs. Will-2, he can control the direction and height at which the dome travels, but not its height. When the winning mage stops concentrating, fails his Will roll or lowers his wand, the Incanto Priori effect ends. Both spells fail (but the winning mage doesn't pay energy cost of the spell) and the losing mage is Mentally Stunned for 2d turns. Both wizards fall to the ground from the height they were at when the dome winked out of existence, possibly taking falling damage. On a critical success or critical failure, the losing wizard's wand explodes for 2d crushing damage and he suffers the effects of both spells.

Examples of Learning and Using Spells
Example 1: In his First Year Charms class, Ron is introduced to the Apportation spell. He has IQ 10 and Magery 3. In GURPS Harry Potter, the Apportation spell is a Mental/Average spell which defaults to IQ-5. This is an introductory spell that doesn’t require any prerequisites or levels of Magery so he doesn’t suffer any penalties for missing prerequisites. His initial skill with Apportation spell is 8 (Ron’s IQ + 3 levels of Magery -5), 9 if he loudly pronounces the magic word (“Leviosa!”), or 11 if he takes an extra turn to make the proper gestures with his wand (“Swish and flick!”) and takes a turn to specify that he wishes to levitate the feather in front of him (“Wingardium Leviosa!”). Unfortunately, his wand is a hand-me-down from his older brother, so it isn’t properly attuned to him. If it was, he would get another +2 bonus, making his job easier. After a few hours of frustrating practice, Ron finally understands the basics of Apportation (his player invests half a point of previously earned experience to let Ron learn the spell). Ron’s skill with the spell is now at (IQ + Magery) -2 or skill level 11; 13 if he shouts the appropriate magic words and makes the right gestures. A few days later, Ron needs to use his Apportation spell to disarm a rampaging troll. His best normal adjusted skill with the spell is 13; but this is a life-or-death situation, so the GM rules that Ron gets a +2 bonus for using magic under stress. This gives him an effective skill of 15. He rolls a 9 a casts the spell successfully. The troll (with IQ 6) fails its resistance roll. Noticing Ron’s Luck advantage, and realizing that Ron’s intent is to eliminate the troll as a threat, the GM rules that the club flies out of the troll’s hand and lands on the troll’s head as it falls, stunning the troll and ending the combat. Example 2: In his fourth year, Harry Potter needs to learn the Summon Object (see New Spells, Chapter 6) spell in a hurry. He has IQ 12, Magery 3 and already knows the Apportation spell, which is the prerequisite for Summon Object so there are no penalties for missing prerequisites. In addition, he has Hermione to tutor him. Using the Intensive Learning rules from GURPS Compendium II, Harry and Hermione spend 16 hours working on the spell. Hermione successfully makes her Teaching skill roll, so Harry learns the basics of the spell and puts 1 character point into it. Summon Object is a M/A spell, so Harry’s base skill is (IQ + Magery) - 1 or skill level 14. The next day, faced with a ferocious Hungarian Horntail dragon, Harry uses his newly-learned spell in earnest. His base skill is 14, but he gets +1 for shouting the magic word (“Accio!”), +2 to for having a

wand that is properly attuned to him, and a further +2 for using the spell in a life-or-death situation. He suffers a -1 penalty for not being able see his broom, but he gets a +1 bonus to his effective skill by taking an extra second to specify the item he wishes to summon (“Accio Firebolt!”). His final adjusted skill level is 19 - good enough to overcome any distance penalties and summon his broom.

Inventing New Spells
The process is similar to the process described on p. M16, but is considerably faster and cheaper. Use this revised process: (1) The player tells the GM what sort of spell, in general, he wants. (2) The GM determines if the spell is possible. He does not need to reveal this to the player. If the GM determines that the spell is possible, he decides what its powers, prerequisites, etc. will be. The character must first make an "Idea Roll" vs. IQ to think of the spell. He must then roll vs. Thaumaturgy skill to determine if the spell is possible and to get a sense of how to go about inventing it. (3) The wizard must now spend time in research - a number of hours determined by the GM. The hours of research do not need to be contiguous, as long as the mage keeps accurate notes. Use 40 hours of research as a baseline figure; for each level of Magery the spell requires, double the research time required. Multiply this number by the number of prerequisite spells. For example, a spell that requires Magery 2 and 10 prerequisite spells would take (40 x 4 x 10 =) 1,600 hours of research time. Multiple wizards can combine their efforts to research the same spell. In this case, divide the total time needed by the number of mages working on the spell. Each 40 hours of research requires $2d worth of research materials, multiplied as above. For example, the spell above would require $2d (x 4 x 10 =) 2d x $40 worth of materials per week. (4) At the end of each research period, the GM must make a "research roll" against the mage's Thaumaturgy skill, minus a penalty set by the GM. A very simple spell might have a penalty of -4; a very hard spell would have a difficulty of -10. In addition, there is a -2 penalty per level of missing Magery required to cast the new spell, if the wizard doesn’t have sufficient levels of Magery and a -1 penalty for each missing prerequisite. If the mage makes his roll, he successfully invents the spell and can put ½ point into learning it. On a critical success, he can invest 1 point in learning the new spell. On a critical failure, the mage suffers a disaster, taking damage and/or losing equipment due to a fire, explosion or other catastrophe. Unless the mage is delving into the dark arts, there is no chance that he will summon a demon. Alternately, the GM can rule that the mage follows a promising but ultimately misleading research path and that he will automatically fail the next 1d research rolls until he gets back on the right track. Once the mage knows the spell at skill level 12 or better, he can attempt to teach it to other wizards. If the spell is impossible, no roll can ever succeed, and an eventual critical failure is inevitable. If the wizard has access to a decent magical library and can make a successful Research skill roll, he may add +1 to his effective Thaumaturgy skill for that research period, or +2 on a Critical Success. Failure gives no bonus or penalty. Critical failure gives -2 to the skill roll. The GM can rule that a truly excellent library gives +2 on an ordinary success or +4 on a critical success. (The Hogwarts library counts as being “truly excellent” if the characters have carte blanche roam the stacks as they please and uninterrupted study time. Study time snatched between classes, with no access to the restricted section and Madame Pince breathing down the character’s necks, reduces the bonus to +1, or +2 on a critical success.) (5) To research spell variations, use the same process as above, but use a base research period of 20 hours, with a penalty of -1 for a trivial change to the spell to -3 for a major change to the spell. (6) A mage can attempt to “reverse engineer” a spell he sees being cast or that he knows to exist based on accurate accounts of its use. In this case, the mage must use the same process as for inventing spells, but no IQ roll is needed to think of the spell, and rolls to Thaumaturgy skill are at +1 if the mage is working from written records or +2 if he has actually seen the spell in use.

Example: In her 4th year at Hogwarts, Hermione wishes to invent a spell that will tell the caster which way is north. She has IQ 14, Research-12 and Thaumaturgy-15. The GM rules that the spell is trivial enough that it requires no Magery or spell prerequisites, and is, in fact, identical to the Find Direction spell from GURPS Magic. Hermione easily makes her IQ roll to think up the spell, and easily makes her Thaumaturgy skill roll to determine that it is possible. The base time period to research the spell is 40 hours, since there are no levels of Magery or prerequisites required for the spell, this number is not adjusted. Since the spell is very simple, the skill penalty to invent it is -4. Hermione starts by researching the spell in the Hogwarts school library. This is an excellent facility, so any bonuses for success are doubled. Hermione makes her Research skill roll, so she gets a +2 bonus to her invention roll. After 40 hours of work and study, she rolls vs. her adjusted Thaumaturgy skill of 13 (-4 for spell difficulty, +2 for a successful research roll). She rolls a 12, and invents the spell. She can now put ½ a point into the spell. She does so and now knows the spell at skill level 13 (IQ-2, +1 for Eidetic Memory). Since she knows the spell at level 12 or better, she can teach it to her friends.

The Standard Book of Spells
This section describes the Colleges of Magic described in GURPS Magic and GURPS Grimoire as they apply to the world of Harry Potter. A Note on Names: The spells described in the Harry Potter books are usually described by the “word of power” that activates the spell. These names are usually (loosely) based on Latin. For example, “Oblivio” is the proper name for the Permanent Forgetfulness spell and “Leviosa” corresponds to the GURPS Apportation spell. In some cases, the Harry Potter spell and the GURPS spell of the same name have different effects (notably, the Apportation spell mentioned above). For simplicity, I have retained the standard GURPS spell names. GMs and players are encouraged to match the names of the spells described in the novels to spells given on the lists below. In many cases, there is an underlying “word of power” that is applied to a specific object. For example, “Mobilarbus” (“Move Tree”) and “Mobilacorpus” (“Move Body”) both use the underlying spell of “Mobilirum.” While I have treated different applications of a similar underlying magical concept as different spells, the GM should be generous in letting similar spells default to one another. Learning Magic at Hogwarts: If there are thousands of spells available, why then do Hogwarts students learn so few of them? First, while Hogwarts students are extremely talented, they are still students. Presumably, much of their class time is spent learning how magic works, which increases their Thaumaturgy and Occultism skills. Second, the books only show spells that have dramatic potential. Hogwarts students presumably know lots of spells, but presumably they are trivial spells that shine shoes, mend robes, change bedding and remove ink stains. These are handy spells for everyday life, but not much use in a crisis. Finally, while Hogwarts students are intelligent, they are still not adults. The school faculty, being no fools, does not allow impulsive, hormone-charged teens access to seriously dangerous or disruptive magic. There are very good reasons why students are not taught the dark arts, and for why the really interesting spells are hidden in the restricted section of the library. Hogwarts students do a good enough job of maiming each other without resorting to spells such as Deathtouch or Explosive Fireball. In a campaign set at Hogwarts, the GM should carefully determine which spells are available to the players and then stick to that list. If the players whine that a particular spell isn’t on the list the GM can either say “It’s in the restricted section of the library.” (i.e., It’s an adventure to learn it.) or “You’ll learn that next year.” (i.e., “No, you can’t have it, stop whining.”) In severe cases, the GM can rule that either Hogwarts doesn’t teach the spell or that the spell doesn’t exist. Finally, remember that magic at Hogwarts, like elsewhere in the wizarding world is strictly bound by social conventions. Obnoxious students (i.e., players) will quickly get a bad reputation, either with the faculty, their fellow students, or both. Students who use magic destructively will face increasingly severe disciplinary measures. Attempted murder, arson, kidnapping and the like are all crimes, whether you use

spells or more mundane weapons.

Changes to Colleges of Magic
Animal: All Spells in the college are available, although they aren’t very commonly used. Body Control: All spells in this college are available and they are used very frequently. Unfortunately, many Body Control spells are "Gray" and some are "Dark." Communication and Empathy: This college is greatly limited, and what spells are available tend to be Gray or Dark. Given that two of the three major Unforgivable spells are from the Communication and Empathy college, perhaps it is understandable that the whole college is held in disrepute. In the world of Harry Potter, there don't seem to be many spells that allow the caster to see inside the subject’s mind or to perform subtle alterations to the subject’s personality. Elemental: Elemental spells don’t exist. Earth: Most Earth spells (except element spells) exist, but they aren’t commonly taught, some are Gray. Air: All Air spells (except elemental spells) exist, although some are Gray. Fire: Most Fire spells (except elemental spells) exist, several are Gray and a few are Dark. Water: All Water spells (except elemental spells) exist, several are Gray and one is Dark. Enchantment: This college has major changes. Most importantly, the Scroll, Staff and Powerstone spells do not exist. To compensate, the cost to produce magic items is considerably reduced and spells are easier. See Magic, above. Food: All these spells exist, but a few are considered Dark. Healing: All Healing spells exist, with the exception of Resurrection. Gate: This college is somewhat restricted. Spells that deal with alternate dimensions don’t seem to exist (or if they do, they are Rare or Secret). Spells that deal with time or which open Gates to other places on earth do exist, but are greatly restricted by the Ministry of Magic. For this reason, they might be considered to be Gray. Illusion and Creation: This college is greatly changed. Illusion spells are rare except for Illusion Disguise, Illusion Shell and Simple Illusion. It is much easier to create objects (including semi-permanent created objects) so illusions are correspondingly rare. Knowledge: This college is extremely limited. Spells that allow the mage to see or predict the future (such as Divination) require the Divination Talent. Spells that provide information don't just provide a "flash of insight;" instead, they report their information in a more tangible form. For example, the Seeker spell wouldn't just let the wizard "know" where the spell subject was - instead the spell might provide a map of the mage's area with the route to the subject traced out in red ink. While this has no effect how Knowledge spells are used or the information they provide, it is an important "special effect." Light and Darkness: All spells of this college exist and they are basically unchanged. Making and Breaking: Most spells of this college exist and they are basically unchanged. This college is presumably very popular given the essentially peaceful, practical mindset of the wizarding world. Metaspells: This college is somewhat limited. Mind Control: Like the college of communication and empathy, this college is very limited. Many spells in this college are considered to be Dark or at least Gray.

Movement: This college is unchanged and most spells are commonly used. Necromantic: This college is either greatly restricted or most of its spells are Dark and either Rare or Secret. With few exceptions, the remaining spells are Gray. It is also quite possible that spells dealing with Demons and the Undead don’t exist. Plant: This college is unchanged and most spells are commonly used. Protection and Warning: This college is unchanged and most spells are commonly used. Sound: This college is unchanged and most spells are commonly used. Technology: This college is somewhat restricted, if only by the fact that most wizards suffer from the Primitive disadvantage. Because of this, Technology spells that deal with items of TL6 or higher is rare. Wizards who take an active interest in muggle technology, such as Arthur Weasley, are exceptional. The Ministry of Magic takes a dim view of wizards who enchant mundane items.

--

Chapter 5 - Restrictions & Changes to GURPS Spells
Because of the changes to the standard GURPS colleges of magic, some spells are unavailable or are restricted in some way.

Description of Status Abbreviations • • • • • • • • •
A -- The spell is a White Art and can be learned from any common source. D -- The spell is Dark Art. Its use is highly restricted, probably illegal and considered socially unacceptable. A D spell with an asterisk after it is considered “unforgivable.” G -- The spell is Gray Art. Its use is restricted, possibly illegal, and/or considered impolite in certain situations. H -- The spell is taught (or can be learned) at Hogwarts School. K -- The spell is a Divination spell and requires the Divination Talent. L -- The spell has legal restrictions associated with it, but is otherwise commonly available. No -- The spell is not available. R -- The spell is Rare. It is not commonly taught and can’t be learned from commonly-available spell books. S -- The spell is Secret or Unknown. If the GM rules that the spell is available at all, it is known to only a few mages who keep their knowledge private.

Spell Name
Air Spells Air Jet Air Vision

College Status
Air Air/Knowledge A, H K

Page Reference
p. M34 p. G24

Air Vortex Body of Air Body of Wind Breathe Water Cloudkill Clouds Concussion Control Air Elemental Create Air Create Air Elemental Destroy Air Devitalize Air Earth to Air Essential Air Ether Static/TL Explosive Lightning Lightning No-Smell Odor Predict Weather Purify Air Purify Signal/TL Rain Sandstorm Seek Air Seek Emitter/TL Shape Air Static Charge Stench Summon Air Elemental Walk on Air Wall of Wind Whirlwind Windstorm Air (Weather) Cloud Vaulting (VH) Clouds Cloud-Walking Cool Predict Weather Rain Storm Warm Wind Air (Electricity) Ball of Lightning Body of Lightning Electric Armor Electric Missiles Electric Weapon Lightning Lightning Stare Lightning Whip

Air/Movement Air Air Air/Water Air Air/Air (Weather) Air/Sound Air Air Air Air Air Earth/Air Air Air Air Air/Air (Electricity) Air Air Air/Air (Weather) Air Air Air/Air (Weather)/Water Air/Earth Air Air Air Air Air Air Air Air Air Air Movement/Air (Weather)/Water (Weather) A Air/Air (Weather) Movement/Air (Weather)/Water (Weather) Air (Weather) Air (Weather) Air/Air (Weather)/Water Air (Weather)/Water (Weather) Air (Weather) Air (Weather) Air (Electricity) Air (Electricity) Air (Electricity) Air (Electricity) Air (Electricity) Air (Electricity) Air (Electricity) Air (Electricity)

R, G R R H D, S A G No A, H No G D G A A D, S D, R A A, H A A R A G, R A R A G G No A A G, R G, R

p. G25, Co98 (as Carpet of Yimsha) p. M34, BT73, Ho57 p. G25, RU93 p. B157, M35 p. MYTH29 p. B157, M35, BT73 p. G24 p. M33 p. B157, M34 p. M33 p. M35 p. G24 p. B156, M32, G106 p. G26 p. TM17 p. MYTH30 p. B158, M36 p. M34 p. M35, Roleplayer #5 p. B157, M35 p. B157, M34, TM17 p. TM17 p. B157, M35, BT74, VTM113 p. G25 p. G24 p. TM17 p. B157, M34 p. TM17 p. M35, Roleplayer #5 p. M33 p. B157, M35 p. G25 pp. M35-36, Roleplayer #5 AN p. 84, BT75, Roleplayer #5

p. G81, Ch113 A p. B157, M35, BT73 A p. G81 A A A G A A D, R D, S D, S D, S D, S D, R D, R D, R p. G27 p. B157, M35 p. B157, M35, BT74, VTM113 p. G26 p. G27 p. G26 p. G28 p. G29 p. G28 p. G27 p. G27 p. B158, M36 p. G28 p. G28

Resist Lightning Shocking Touch Spark Cloud Spark Storm Wall of Lightning Animal Spells (Animal) Control Animal Control: Amphibian Control Animal Control: Arachnid Control Animal Control: Crustacean Control Animal Control: Protozoan Control Animal Control: Worm (lower Metazoan) Control Beast Control Beast Link Beast Possession Beast Rouser Beast Seeker Beast Soother Beast Speech Beast Summoning Bird Control Borrowing Call Swarm Fish Control Great Shapeshifting (VH) Human Speech Hybrid Control (VH) Insect Control Mammal Control Mass Shapeshift Others (VH) Master Merging Shapeshifting (VH) Mollusk Control Morphic Tweaking (VH) Part. Shapeshift: Chameleon Eyes Part. Shapeshift: Crocodile Jaws Part. Shapeshift: Elephant Trunk Part. Shapeshift: Feathered Arms Part. Shapeshift: Fish Tail Part. Shapeshift: Mountain Goat Hooves Part. Shapeshift: SaberTeeth

Air (Electricity)/ Protection & Warning Air (Electricity) Air (Electricity) Air (Electricity) Air (Electricity) Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal/Communication & Empathy Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal/Body Control Animal Animal Animal Animal Animal Animal Animal

A G, R D, R D, S G, R A A A A A A G G, R A A A A, H A A A No G, R A A A A, L A A R, L A G, R A No A A A A A A A

p. G27 p. G27 p. G29 p. G29 p. G28 p. G9 p. G9 p. G9 p. G9 p. G9 p. G9 p. BT73 p. M23 p. M24, p. AZ76 p. G9 p. M23 p. B155, M23 p. M25 p. B155, BT73, M23 p B155, M24 p. DW139 pp. RU93-94 p. M24 p. G12-13, AN81 p. J1e92 p. G9 p. M24 p. B155, M24, Ho57 p. AN80 p. M23 p. G12, AN80-81 p. M24 p. DW140-41 pp. G11 pp. G11 pp. G11 pp. G11 pp. G11 pp. G11 pp. G11

Part. Shapeshift: Scorpion Tail Part. Shapeshift: Serpent’s Fangs Part. Shapeshift: Skunk Tail Part. Shapeshift: Spider Arms Part. Shapeshift: Tiger Paws Part. Shapeshift: Toad Tongue Part. Shapeshift: Turtle Shell Partial Shapeshifting (VH) Permanent Beast Possession (VH) Permanent Shapeshifting (VH) Repel (Animal) Repel Animal: Amphibian Repel Animal: Arachnid Repel Animal: Birds Repel Animal: Crustacean Repel Animal: Fish Repel Animal: Insect Repel Animal: Mammals Repel Animal: Mollusk Repel Animal: Protozoan Repel Animal: Reptile Repel Animal: Worm (lower Metazoan) Repel Hybrids (VH) Reptile Control Rider Rider Within Shapeshift Others (VH) Shapeshift Other (Human) Shapeshifting (VH) Shapeshifting (Human) Spider Silk Body Control Spells Accelerate Pregnancy Agonize Alter Body Alter Visage Alter Voice Ambidexterity Balance Boost (Attribute) Boost Dexterity

Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Animal Body Control Body Control Body Control Body Control Body Control/Sound Body Control Body Control Body Control Body Control

A A A A A A R R G, S G A A A A A A A A A A A A A A R G, R G G G G A R D* A A A A A A A

pp. G11 pp. G11 pp. G11 pp. G12 pp. G12 pp. G12 pp. G12 pp. G11-12, 99 p. G10 p. G12 p. G10 p. G10 p. G10 p. G10 p. G10 p. G10 p. G10 p. G10 p. G10 p. G10 p. G10 p. G10 p. G10 p. B155, p. M24 p. M24, G98 p. M24, G98, AZ76 p. M25, G99, AN80, MA190, Vk85 Pyramid #23 p. M25, G99, AN80, AZ75, Ho57, MA190, Vk85 Pyramid #23 p. G10 p. TM17 p. G18 p. M28, p. AN82 p. M28, p. AN82 p. G18 p. G16 p. G16 p. G13 p. G13

Boost Health Boost Strength Cadence Choke Climbing Clumsiness Control Limb Corpulence (VH) Curse-Missile Deathtouch Decapitation (VH) Dexterity Dispersal Dream (VH) Enlarge (VH) Enlarge Other (VH) Fatigue Frailty Fumble Gauntness (VH) Hair Growth Haircut Hinder Hold Breath Hunger Itch Lengthen Limb Might Morphic Tweaking (VH) Pain Paralyze Limb Partial Mechamorphosis/TL Partial Mech: Antennae Ears Partial Mech: Chain Saw Arm Partial Mech: Computer Brain Partial Mech: Finger Tool Partial Mech: Foot Wheels Partial Mech: Gunhand Partial Mech: Headlight Eyes Partial Mech: Hydraulic Limbs Partial Mech: Vacuum Mouth Partial Mech: Video Eye Perfume Reflexes Resist Pain Retch Rooted Feet Roundabout Sensitize Sickness

Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Fire/Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control/Food Body Control Body Control Body Control Animal/Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Mind Control/Body Control

A A R D* R A G, H G, R G, H D* G, R A No A A G D A, H G, R A, H A, H A, H A G A, H R A No D* G, H No No No No No No No No No No No G, H A A G, H A, H A D, R D, R

p. G13 p. G13 p. G16 p. G15 p. M26 p. M26 pp G14-15 p. G17 p. M27 p. M27 p. G17, RU94 p. M26 p. MYTH29-30 p. G19 pp. G19 p. M27 p. G14 p. G16 p. G17 p. G17 pp G16-17 p. M27 p. G14 p. G15 p. M25 p. G18 p. M26 p. DW140-41 p. M26 p. M27 p. TM18 p. TM18 p. TM18 p. TM18 p. TM18 p. TM18 p. TM18 p. TM18 p. TM18 p. TM18 p. TM18 p. G14 p. G16 p. M28 p. G15 p. M27 p. M27 p. G17 p. M66

Shrink (VH) Shrink Other (VH) Spasm Stop Spasm Strike Anosmic Strike Barren Strike Blind Strike Deaf Strike Dumb Strike Numb Stun Tanglefoot Thirst Tickle Total Paralysis Touch Vigor Weaken Blood Wither Limb Communications and Empathy Spells Awaken Gei-ryo Awaken Tsukomogami Borrow Language Borrow Number/TL Borrow Skill Borrowing Broadcast Spell/TL (VH) Communication (VH) Compel Lie Compel Truth Control Person Create Aquastor(VH) Create Eidolon (VH) Delete Commercials/TL Dream Projection Dream Sending Dream Viewing Exchange Bodies (VH) Exorcism Gift of Letters (VH) Gift of Tongues (VH) Hide Emotion Hide Thoughts Identify Caller/TL Insignificance Lend Language Lend Skill Machine Speech/TL Magic Switchboard/TL Message

Body Control Body Control Body Control Body Control/Healing Body Control Body Control/Necromantic Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control Body Control

R G, R G A D, R A, L G G G G A, H A, H G A, H G, H A A D, R D, R

pp. G18-19, AN82 p. G19, AN82 p. M25 p. G15 p. G14 p. G14 p. M26 p. M26 p. M26-27 p. G14 p. M26 p. M27 p. G15 p. G15 p. M27 p. G13 p. M26 p. G16 p. M27

Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Animal/Communication & Empathy Communication & Empathy Communication & Empathy Mind Control/Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy/Illusion and Creation Communication & Empathy/Illusion and Creation Communication & Empathy/Technology (Machine) Communication & Empathy Communication & Empathy/Mind Control Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Technology (Machine)/Communication & Empathy Communication & Empathy Sound/Communication & Empathy

R R R S S No G, S A G, S A, H D* No No R G, R G, R G, R D*, R R R R A A A A, H A A S R A

p. J1e92 p. J2e101 p. M30 p. TM18 p. M30, Roleplayer #3 p. DW139 p. TM19 p. G20 p. G76 p. M28, Cam24 p. M29, Cik16 p. NS93 p. NS93 p. TM18 p. G21 p. G21 p. G21 p. M30, G99 p. M30, J1e93, Roleplayer #3 p. M30, Roleplayer #3 p. M30 p. G20 p. M29 p. TM19 p. G20 p. M30 p. M30, Roleplayer #3 p. G96 p. TM19 p. G94

Mind Search (VH) Mind Sending Mind-Reading Permanent Possession (VH) Persuasion Possession (VH) Presence Repel Spirits Retrogression Seek Number/TL Sense Emotion Sense Foes Sense Life Sense Spirit Soul Rider Speed Data/TL Summon Gaki Summon Japanese Demon Summon Japanese Ghost Telepathy (VH) Truthsayer Turn Spirit Vexation Wrong Number/TL Earth Spells Alter Terrain (VH) Body of Stone (VH) Control Earth Elemental Create Earth Create Earth Elemental Earth to Air Earth to Stone Earth to Water Earth Vision Earthquake Entombment Essential Earth Flesh to Stone Move Terrain (VH) Mud Jet Partial Petrifaction (VH) Predict Earth Movement Purify Earth Rain of Stones Sand Jet Seek Coastline Seek Earth Seek Pass Shape Earth Shape Stone Steelwraith Stone Missile Stone to Earth Stone to Flesh

Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy/Knowledge Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy/Technology (Machine) Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Communication & Empathy Earth Earth Earth Earth Earth Earth/Air Earth Earth/Water Earth/Knowledge Earth Earth Earth Earth Earth Earth/Water Earth Earth Earth/Plant Earth Earth Earth Earth Earth Earth Earth Earth Earth Earth Earth

D, R G, R D, R D* G D* G A G, R A R A A A D, R S No No No G, S A A G, R A G, R R No A No G A G R D, R D, R R D, R G, S A G A, K A G, R G, R A A A A A R G A G

p. M29 p. M29 p. B155, M28 p. M29 p. B155, M29 p. M30, BT77 p. G20 p. J2e101 p. G21, Co98 p. TM18 p. B155, M28 p. B155, M28 p. B155, p. M28, p. BT74 p. J1e92 p. M29 p. TM19 p. J1e93, J2e101 p. J1e93 p. J1e93 p. M29 p. M28 p. J2e101 p. G20 p. TM18 p. G23, AN84 p. M32 p. M33 p. B156, M32 p. M33 p. B156, M32, G106 p. B156, M32, G105 p. G24 p. B156, M32 p. M33, Cam24 p. M32 p. G22 p. M32, G106 p. G23, AN84 p. G22 p. G22, AN83 p. J1e 92, J2e102 p. G24, WW83 p. G22 p. M31 p. J1e 92 p. B156, M31 p. J1e 92, J2e102 p. B156, M31 p. M31, AN83-84 p. G22 p. B156, M32 p. B156, M32, G105 p. M32, G106

Summon Earth Elemental Swallowing Soil Volcano Walk through Earth Elemental Spirit Spells Control (Type) Elemental Create (Type) Elemental Summon (Type) Elemental Sympathetic Magic Enchantment Spells Accuracy Amulet Bane Cornucopia Create Chimera (VH) Crystal Ball Curse Virus/TL Dancing Shield Dancing Weapon Defending Shield Defending Weapon Deflect Doppelganger (VH) Effigy (VH) Electric Power/TL Enchant (VH) Ensorcel (VH) Fortify Ghost Weapon Golem (Stygian Knight) Golem (VH) Graceful Weapon Great Wish (VH) Hex Hideaway Homunculus Leak Leave Curse Lesser Wish (VH) Lighten Limit Link

Earth Earth Earth Earth Earth, Air, Fire, Water Earth, Air, Fire, Water Earth, Air, Fire, Water Earth, Air, Fire, Water

No A D R No No No No A A A A G A No R R R R A D, R D, R R A, H A, H A R No G, R R No A A No G No No A A A A D D, S S A No A R R No

p. M33 p. RU95 p. M33 p. M31 p. B157, M33 p. B157, M33 p. B156-7, M33 p. Ch110 p. B160, M44 p. G38 p. M45, TM21 p. CM101, M45 p. TM20 p. M42, p. AN84, DW142 p. TM20 p. G40 p. M45 p. G40 p. G40 p. B161, M46 p. G40 p. G42 p. TM20, Pyramid 17, p. 72-73 p. B160, M42 p. G39 p. B161, M46, TM20 p. G41 p. MYTH61 p. M44, AN39, TM19, 49 p. G41 p. M44 p. M43 p. M44 p. G42, Co98 p. G40 p. AZ73 p. M43 p. B161, M46 p. M46 p. M64 p. M45 p. G39, DW134, Eg95 p. TM21 p. G42 p. M46 p. G42 p. M46 p. G41 p. B160, M43 p. B161-62, M47

Enchantment (Weapon) Enchantment Enchantment (Weapon/Limiting) Enchantment (Weapon) Enchantment Enchantment (Wizard's Tools) Enchantment Enchantment (Armor) Enchantment (Weapon) Enchantment (Armor) Enchantment (Weapon) Enchantment (Armor) Enchantment Enchantment (Wizard's Tools) Enchantment Enchantment Enchantment Enchantment (Armor) Enchantment (Weapon) Enchantment Enchantment Enchantment (Weapon) Enchantment Enchantment Enchantment Enchantment (Wizard's Tools) Enchantment Enchantment Enchantment Enchantment (Armor) Enchantment (Limiting) Meta-Spells (Linking) /Enchantment (Limiting) Loyal Sword Enchantment (Weapon) Malefice (VH) Enchantment Mana Warhead/TL Enchantment (Weapon) Manastone (VH) Enchantment (Wizard's Tools) Name Enchantment (Limiting) One-College Powerstone Enchantment (Wizard's Tools) Password Enchantment (Limiting) Penetrating Blade Enchantment (Weapon) Power Enchantment Powerstone Enchantment (Wizard's Tools)

Puissance Quick Draw Quick-Aim Remove Enchantment Scroll Simulacrum (VH) Soul Golem (VH) Soul Stone (VH) Soulburner Gestalt (VH) Speed Spell Stone Spell Targeting/TL (VH) Spellbook Spellgraft (VH) Spellprocessor/TL Staff Staff Summons Technician Imp Suspend Enchantment Talisman Temporary Enchantment Tupilak (VH) Video Entity/TL Weapon Spirit (VH) Wish (VH) Fire Spells Body of Flames (VH) Breathe Fire (VH) Burning Death Burning Touch Cold Control Fire Elemental Create Fire Create Fire Elemental Detonate Dispersal Dream (VH) Essential Flame Explosive Fireball Extinguish Fire Fast Fire Fire Cloud Fire Proof Fireball Flame Jet Flameturning Flaming Armor Flaming Missile Flaming Weapon Heat High Explosive Fireball Ignite Fire Mass Detonate Phantom Flame Rain of Fire Resist Cold Resist Fire

Enchantment (Weapon) Enchantment (Weapon) Enchantment (Weapon) Enchantment Enchantment Enchantment Enchantment (Wizard's Tools) Enchantment (Wizard's Tools) Enchantment Enchantment Enchantment Enchantment (Weapon) Enchantment (Wizard’s Tools) Enchantment Enchantment Enchantment Enchantment (Wizard's Tools) Enchantment Enchantment Enchantment Enchantment Enchantment Enchantment Enchantment (Weapon) Enchantment Fire Fire Fire/Necromantic Fire Fire Fire Fire Fire Fire Fire/Body Control Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire Fire

R R R A No No D, R D, R No A S S No No S No No No A A A A S R No D, R G D*, R D A No A, H No R No A D A A D A D G A G, R G, R G, R A No A No A D, R A A, H

p. B160, M44 p. M44 p. G41 p. B160, M43 p. B160, M42, DW134, TM19 p. G39, Co97 p. G42 p. G42 p. TM20-21 p. M43 p. G38 p. TM21 pp. MI239-40 p. TM20 p. TM19 p. DW132 p. B161, M47, DW134 p. DW142 p. M43 p. G38, DW134 p. MI121 p. FB110 p. TM20 p. G41, MI187 (as Sword Spirit) p. M43 p. G31 p. M38 p. G33, Co97 p. G30, TM21 p. B159, M37 p. M33 p. B158, M36, VTM112 p. M33 p. TM21 p. MYTH29-30 p. M38 p. M38 p. B158, M37 p. G29 pp. G30-31 p. M37 p. B159, M37 p. M38 p. G30 p. G31 p. M38 p. M38 p. B158-9, M37 p. TM21 p. B158, M36, VTM111-112 p. TM21 p. M38 p. G30 p. M37 p. M37

Ring of Fire Seek Fire Shape Fire Shaped-Charge Fireball Slow Fire Smoke Summon Fire Elemental Sumpjumper’s Incendiary Surprise Sunblock Sunburn Walk on Fire Warmth Food Spells Animate Food Banquet Consume Food Control Food Cook Create Food Cure Dehydration Cure Starvation Decay Distill Englebert’s Enhancer Essential Food (VH) Far-Tasting Ferment Food Jet Foul Water Guns to Butter Hunger Know Recipe Monk's Banquet Poison Food Prepare Game Preserve Food Purify Food Scents of the Past Season Seek Food Shape Food Spice Jet Test Food Thirst Water to Wine Wizard Mouth Wizard Nose Gate Spells Accelerate Time (VH) Banish Beacon Blink Other (VH) Control Gate

Fire Fire Fire Fire Fire Fire Fire Fire Fire/Light & Darkness/Protection & Warning Fire/Light & Darkness Fire Fire/Protection & Warning Food/Necromantic Food Food Food Food Food Healing/Food Healing/Food Food Food Food Food Food Food Food Water/Food Food Body Control/Food Food/Knowledge/Technology Food Food Food Food Food Knowledge/Food Food Food Food Food Food Body Control/Food Food Knowledge/Food/Sound Knowledge/Food Gate Necromantic/Gate Gate Movement/Gate Gate

G, S A A, H D, S A G No R A G A A G A S R A A A A G A S R S A R G S D, R A R D A A A R A A R R A G A R R G, R G, R A G, R G, L, R

p. MYTH30 p. G29 p. B158, M37, VTM112 p. TM21 p. G29 p. G30 p. M33 p. DW141 Pyramid #23 Pyramid #23 p. J1e 92 p. G30 Pyramid #23 p. M49 Pyramid 17, p. 74 Pyramid #23 p. M48 p. M48 p. G52 p. G52 p. M48 p. M49 p. DW142 p. G43 p. G43 p. M48 Pyramid #23 p. G32 p. TM22 p. G15 p. G43, G95, TM22 p. M49, Cam24 p. M48 p. G43 p. M48 p. M48 p. G63 p. G43 p. M48 Pyramid #23 Pyramid #23 p. M48 p. G15 p. M49 p. G61 p. G61 p. G50 p. M75, SP106 p. G44 p. G81 p. G49, CM98, WW80-81 (as Open (or Close) Gate)

Create Door Create Gate (VH) Divert Teleport (VH) Hide Object Phase Phase Other (VH) Planar Summons Planar Visit Plane Shift (VH) Plane Shift Other (VH) Rapid Journey (VH) Reverse Stupidity Sanctuary Scry Gate Seek Gate Slow Time (VH) Summon Minor Demon Summon Mirror Creature Suspend Time (VH) Teleport (VH) Teleport Other (VH) Teleport Shield Time Out (VH) Timeport (VH) Timeport Other (VH) Timeslip Timeslip Other (VH) Trace Teleport Gene Weaving Spells Adapt Breathing (VH) Adapt Skin (VH) Affix New Limb (VH) Awaken Self-Knowledge (VH) Boost Drug/TL Dominant Gene (VH) Dwindle Tumor (VH) Metastasize (VH) Musculate (VH) Pheromones (VH) Reform Limb (VH) Reform Skeleton (VH) Resequence (VH) Sculpt Flesh (VH) Seek Genome The Brain! (VH) Uplift (VH) Healing Spells Awaken Body-Reading Catch Wound Charge Mandrake Cleansing Critical Healing Cure Addiction (VH)

Gate Gate Gate/Movement Gate Gate Gate Necromantic/Gate Gate Gate Gate Gate Gate Gate Gate Gate Gate Necromantic/Gate Gate Gate Movement/Gate Movement/Gate Movement/Gate Gate Gate Gate Gate Gate Gate Gene Gene Gene Gene Gene Gene Gene Gene Gene Gene Gene Gene Gene Gene Gene Gene Gene Healing Healing Healing Healing Healing Healing Healing

G G, R G A A G No No No No S S R R, D R G, R No No G, R L L A G, R G, S G, S G, S G, S A G G G G S G A D G G G G S G S S S A A R No A A A

pp. G48-49 pp. G49-50, CM98-99 p. G48 pp. G44-45 p. G46 p. G46 p. M74 p. G45 p. G46 p. G46 pp. G47-48, Co98 Pyramid #23 p. G45 p. G49, CM100 p. G49, CM100 p. G50 p. G87, Roleplayer #25 p. NS94 p. G50-51, DW142-43 p. M71, DW137 p. M71 p. M78 p. G51 pp. G46-47 p. G47, WW80 (as Time Travel) p. G47 p. G47 p. G47 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 Pyramid December 11, 1998 p. B162, M49 p. G51 p. DW143 p. MYTH29 p. G52 p. CII156 p. G55

Cure Dehydration Cure Disease Cure Insanity (VH) Cure Starvation Detect Poison Diagnose Loss of Soul Ease Labor Halt Aging (VH) Heal Burns Healing Slumber Instant Neutralize Poison (VH) Instant Regeneration (VH) Instant Restoration (VH) Lend Health Lend Life Lend Strength Major Healing (VH) Minor Healing Neutralize Poison Recover Soul (VH) Recover Strength Regeneration (VH) Relieve Addiction Relieve Madness Relieve Paralysis Relieve Sickness Resist Disease Resist Poison Restoration (VH) Restore Hearing Restore Memory Restore Sight Restore Speech Resurrection (VH) Sense Disease Share Health Share Strength Spolt’s Forthright Respirator Sterilize Stop Bleeding Stop Paralysis Stop Spasm Suspended Animation Transfer Health Transfer Pregnancy Youth (VH) Illusion and Creation Spells Complex Illusion Control Creation Control Illusion Create Animal Create Aquastor(VH)

Healing/Food Healing Healing Healing/Food Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing Healing/Protection & Warning Healing/Protection & Warning Healing Healing Healing Healing Healing Healing/Necromantic Healing Healing Healing Healing Healing Healing Healing Body Control/Healing Healing Healing Healing Healing

A A L A A No A R A A A S S R No R A A A No A A A R A A A A A R A R R No A R R S G A A A G R G, R S

p. G52 p. M50 p. G55 p. G52 p. G51 p. AZ73 p. TM22 p. M51, Cam24-25 p. CII156 p. G52, MI149 p. G52 p. M51 p. M51 p. B162, M49 Pyramid #23 p. B162, M49 p. B162, M50 p. B162, M50 p. M50 p. AZ162 p. B162, M49 p. M51 p. G54 p. G54 pp. G53-54 p. G54 p. G54 pp. G54-55 p. M51 p. G55 p. G53 p. G55 p. G55 p. M51 p. TM22 pp. G51-52 p. M50 p. DW144 p. M50 p. G53 p. G53 p. G15 p. M50, BT75 p. J1e93-94, J2e 104 p. TM22 p. M51

Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Communication & Empathy/Illusion and Creation

R R R A No

p. M45, AN85, Cam25 p. M52 p. M52, Cam25, p. M52 p. NS93

Create Craftsmen Create Eidolon (VH) Create Mount Create Object (VH) Create Servant Create Warrior Dispel Creation Dispel Illusion Duplicate (VH) Erignya’s Surprising Bouquet False Coins Fresnel’s Wonderful Concentrator Illusion Disguise Illusion Shell Independence Initiative Inscribe Know Illusion Perfect Illusion Phantom (VH) Simple Illusion Knowledge Spells Air Vision Alarm Analyze Genetics Analyze Magic Ancient History Astral Vision (VH) Aura Detect Magic Divination

Illusion and Creation Communication & Empathy/Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Illusion and Creation Air/Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge/Necromantic Knowledge Knowledge Knowledge

R No A A G, R G, R A No R A G R G, R A A A A A R R A A, K A S A A, K No R A A, K

p. J1e94, J2e 104 p. NS93 p. G57 p. M52 p. M52 p. M52 p. M53 p. M52, Cam26 pp. G56-57 p. DW144 p. J1e94, J2e 104 p. DW144 p. M52, Cam25, Cik16 p. M51, AN85, Cam25 p. M53, Cam26, pp. G57-58 p. G56 p. M53, AN84, Cam26, p. M51, Cam25, Cik16 p. G57 p M47, AN85, Cam25, Cik15 p. G24 p. M53 p. TM23 p. B163, M55 p. M54 p. G61 p. B163, M53, Rel108 p. B162, M53, Cam26 p. M55, AN85-86, AZ73-74, Cam26, CM99, DW144-45, Rel108, RU95, TM23, IR115, Roleplayer #21 p. M56, Roleplayer #21 p. M56 p. G59, Az73 p. M57, G59, Roleplayer #21

Divination: Aeromancy Divination: Arithmancy Divination: Arm Measuring Divination: Astragryomancy Divination: Astrology Divination: Augury Divination: Belomancy Divination: Botanomancy Divination: Caroc Reading Divination: Cartomancy

Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge

A, K A, H R, K R, K

A, K, H p. M56, An86, DW144-45, IR116, J1e94, Rel109-110 A, K p. M55, G59-60, IR116, Rel110 A, K p. M57, G60, Roleplayer #21 A, K p. M57, G60, Roleplayer #21 No p. DW145

Divination: Ching Aling Knowledge Divination: Chiromancy Knowledge Divination: Crystal Knowledge Gazing

A, K, H p. M56, Cam26, Rel110-111 (Tarot) No p. DW145 A, H, K p. M56, Roleplayer #21 A, K, H p. M56, Cam26, AN86, DW145

Divination: Knowledge Cuisinomancy Divination: Cybermancy Knowledge Divination: Knowledge Dactylomancy Divination: Daybook Knowledge Reading Divination: Demon Knowledge Invocation Divination: Drug Trance Knowledge Divination: Ecstatic Knowledge Vision Divination: Feng Shui Knowledge (Geomancy) Divination: Fish Scale Knowledge Divination Divination: Knowledge Galactomancy Divination: Gastromancy Knowledge Divination: Genomancy Knowledge Divination: Geomancy Knowledge Divination: Geomancy Knowledge (Japanese) Divination: Graphology Knowledge Divination: Graveweed Knowledge Summoning Divination: Knowledge Haruspication Divination: Hydromancy Knowledge Divination: I Ching Knowledge Divination: Libanomancy Knowledge Divination: Lithomancy Knowledge Divination: Lunomancy Knowledge Divination: Maize Kernel Knowledge Reading Divination: Ming Sun Knowledge Divination: Mirror Knowledge Scrying Divination: Knowledge Molybdomancy Divination: Nimbomancy Knowledge Divination: Numerology Knowledge Divination: Oneiromancy Knowledge Divination: Knowledge Ornithomancy Divination: Palmistry Knowledge Divination: Pedomancy Knowledge Divination: Physiognomy Knowledge Divination: Plutomancy Knowledge Divination: Pyromancy Knowledge Divination: Knowledge Quantumancy Divination: Reannual Knowledge Alcoholism Divination: Knowledge Rhabdomancy Divination: Rune Casting Knowledge

A, K, H p. DW145 S, K A, K R, K No R, K A, H R, K R, K R, K R, K S, K R, K No p. TM23 p. M56, TTA126 (as Ouija Board) p. G60, Az73 p. DW145 p. AN86 p. Cam26 p. Ch111 p. Ch112 p. G60 p. G60 p. TM23 p. 56, Roleplayer #21 p. J1e94

A, K p. M56, Roleplayer #21 G, R, K p. G60, RU95 A, H R, K R, K R, K R, K R, K R, K R, K R, K R, K R, K A, K R, K R, K No R, K R, K R, K R, K S, K No R, K R, K p. M56, AN86, IR116, Rel110 (Hepatascopy) Roleplayer #21 p. G60, Ch111, J1e94 p. M57, G60, Roleplayer #21 p. M57, G60, Roleplayer #21 p. M56, Roleplayer #21 p. G60, Az73 p. Ch111 p. Az73-74 p. M56 p. M55 p. AN86 p. M26, Cam27 p. G60 p. DW145 p. M56, Roleplayer #21 p. Ch111 p. TM23 p. M56, DW146 p. TM23 p. DW146 p. G60 p. M56

Divination: Sand Board Reading Divination: Sortilage Divination: Sympathetic Tidings Divination: Ursomancy Divination: Vision Interpretation Earth Vision Echoes of the Past Far Hearing Far-Feeling Far-Tasting Find Direction Glass Wall History Ice Vision Identify Spell Identify Spellcaster Images of the Past Invisible Wizard Eye Judge The Balance Know Location Know Recipe Know True Shape Mage Sense Mage Sight Measurement Memorize Necrovision Pathfinder Plant Vision Projection Recall Remember Path Scents of the Past Schematic/TL See Secrets Seek Magic Seek Number/TL Seeker Small Vision Televisomancy Tell Position Tell Time Test Area Trace Water Vision Wizard Eye Wizard Hand Wizard Mouth Wizard Nose Light & Darkness Spells

Knowledge Knowledge Knowledge Knowledge Knowledge Earth/Knowledge Knowledge/Sound Sound/Knowledge Knowledge Food/Knowledge Knowledge Knowledge Knowledge Water/Water (Ice)/Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Knowledge Food/Knowledge/Technology Knowledge Knowledge Knowledge Knowledge/Technology Knowledge Knowledge Knowledge Plant/Knowledge Knowledge Knowledge Knowledge Knowledge/Food Technology (Machine)/Knowledge Knowledge Knowledge Communication & Empathy/Knowledge Knowledge Light & Darkness/Knowledge/Technology (Energy) Knowledge/Technology (Machine) Knowledge Knowledge Knowledge Knowledge Water/Knowledge Knowledge Knowledge/Movement Knowledge/Food/Sound Knowledge/Food

R, K R, K R, K R, K R, K A, K R G, R R R A G, R R A A, H A, H R R S A A R A A A R S A A A A A R R G, R A S A A S, K A A A A A A A A A

p. AN86 p. DW145 p. G60, RU95 p. RU95 p. Az74 p. B156, M32 p. G63 p. M79 p. G61 p. G43 p. M53, AN85 p. M55 p. M54, Cam26 p. M41 p. B163, M55 p. AZ74 pp. G62-63 p. M54 p. Ch113 p. G58, AN85 p. G43, G95, TM22 p. G58-59, AN85 p. M55 p. M54 p. M54, G95, TM23, Pyramid #3, Roleplayer #3 p. G59 p. TM23 p. M54 p. G88 p. G61 p. G59 p. G59 p. G63 p. G97 p. M54 p. G60 p. TM18 p. B163, M54 p. G65, 101, TM24 p. TM23 p. G58 p. M53 p. G58 p. B163, M54 p. M40 p. M54 p. G62 p. G61 p. G62

Blur Body of Shadow (VH) Bright Vision Coherent Light Jet Colors Continual Light Continual Mage Light Continual Sunlight Dark Vision Darkness Disruption Bolt Flash Gloom Glow Hawk Vision Hide Images of the Past Infrared Flash Infravision Invisibility Invisible Sunbolt Light Light Jet Mage Light Mirror Night Vision Remove Reflection Remove Shadow See Invisible Shade Shape Darkness Shape Light Small Vision Sunblock Sunbolt Sunburn Sunlight Wall of Light Making and Breaking Spells Animate Object (VH) Artistic Creation (VH) Clean Contract Object (VH) Copy/TL Decay/TL Disintegrate (VH) Dye Enlarge Object (VH) Explode (VH) Extend Object (VH) Fasten

Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Knowledge/Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Light & Darkness Protection & Warning/Light & Darkness Light & Darkness Light & Darkness Light & Darkness/Knowledge/Technology (Energy) Fire/Light & Darkness/Protection & Warning Light & Darkness Fire/Light & Darkness Light & Darkness Light & Darkness

A G, R A S, G A A, H A A A A G, S A, H A A, H A A R S R A G, S A, H A A A A A A A A R R A A G, R G A A

p. B163, M58 pp. G65-66 p. G65 p. TM24 p. M57 p. B163, M57 p. G64 p. G64 p. M58 p. B163, M58, BT73 p. TM24 p. B163, M57 p. G64 p. G64 p. M58 p. M58 p. G62 p. TM24 p. M58 p. M58, Cam27, CM100 p. TM24 p. B163, M57 p. M57 p. G64 p. G65 p. M58 p. G63 p. G63 p. M58, Cam27 p. G92 p. M58, Cam27 p. G63 p. G65, 101, TM24 Pyramid #23 p. G65, TM24 Pyramid #23 p. G64 pp. G64-65

Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking

A A A A, H A G D, R A A, H D, R A, H A

pp. G67-68 p. J1e94 p. M60, TM25 p. G68 p. M60, G96, TM25 p. M48, G100, TM29 p. M59 p. M60, TM24 p. G69 p. G66 p. G68 p. G67

Find Weakness/TL Immediate Action Inscribe Inspired Creation (VH) Knots Mapmaker Mystic Mark Rebuild/TL Rejoin Repair Repair Arrow Reshape Restore Rive (VH) Ruin/TL Sharpen Shatter (VH) Shatterproof Shrink Object (VH) Soilproof Soul Creation (VH) Soul Repair (VH) Stiffen Toughen Transform Object (VH) Transparency Weaken Weapon Self (VH) Meta-Spells Activate Runes (VH) Bless Catch Spell (VH) Charge Powerstone (VH) Conceal Magic Counterspell Curse Delay Dispel Magic Displace Spell Drain Magery (VH) Drain Mana (VH) False Aura Great Ward Hang Spell (VH) Lend Spell Link Magic Resistance Maintain Spell (VH) Mystic Feedback Octagram Pentagram

Making and Breaking/Technology (Machine) Making and Breaking Illusion and Creation/Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Technology (Machine)/Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Making and Breaking Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells (Linking) Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells (Linking) /Enchantment (Limiting) Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells

A S A A A, H A, H A G, R A A, H R A A G, R D, R A D, R A, H A, H A R R A A A, H A G G, S No R R No G, R A, H D A A A S D, S G, R A R R A A A S No G, R

p. B164, M59, G97, TM25, Pyramid #3 p. TM24 p. G56 p. J1e94, J2e 105 p. M60 p. G67 p. G67 p. G97 p. B164, M60 p. B164, M60 p. M60 p. M59 p. B164, M59 p. G66 p. M59, G100, TM29 p. M60, TM25 p. B164, M59 p. M60, Cam27 p. G68 p. G66 p. J1e95, J2e 105-6 p. J1e95, J2e 106 p. M60 p. G67 p. G68 p. G67 p. B164, M59 p. G68 p. M92 p. M62, G95, AN86, AZ74, Cam27-28, IR115 p. G71 p. G73 p. M61 pp. M61-62 p. M62, G95, AN86, AZ74, Cam28, IR116 pp. M63-64 p. M62, CM105 p. G70 p. G72 p. M63 p. G69 p. M62 pp. G71-72 p. G72 p. M64 p. M61 p. G72 p. DW146 p. DW146-7 p. M62

Reflect Reflex Remove Aura Remove Curse Restore Mana (VH) Reverse Scryfool Scryguard Scrywall Seek Magic Spell Shield Spell Wall Spellguard (VH) Steal Spell (VH) Suspend Curse Suspend Magery (VH) Suspend Magic Suspend Mana (VH) Suspend Spell Tap Narrative Power (VH) Telecast (VH) Throw Spell (VH) Ward Mind Control Spells Alertness (VH) Avoid Berserker Bravery Break Mental Walls (VH) Charm Command Compel Lie Confusion (VH) Create Stress Sigil Daze Delusion Disorient Dream Projection Dream Sending Drunkenness Dull Ears Dull Eyes Dull Nose Dullness (VH) Ecstasy (VH) Emotion Control Encrypt Enslave (VH) Enthrall False Memory Fascinate Fear

Meta-Spells Meta-Spells (Linking) Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Knowledge/Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Meta-Spells Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control/Communication & Empathy Mind Control Mind Control Mind Control Mind Control Mind Control Communication & Empathy/Mind Control Communication & Empathy/Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control

A A G, R A, H R R A A A A A, H A, H A, H D, S A D, S A R A No G No A A A D, R A, H No G, H G D G, H No G, H D G R R A D D D D G, H G, H A, H D* G G, H G, H D

p. M62 pp. M64-65 p. G69 p. M63, AN87, CM105 p. M63 p. J2e 106 p. G73 p. M61 p. M61 p. G60 p. M61 p. G69 p. G71 p. G72 p. G73 p. G72 p. G70 p. G73 p. G70 p. DW147 pp. G72-73 p. G71 p. M62 p. M69 p. M67 pp. M65-66 p. B164, M65 p. DW148 p. M68, BT73, Ho57 p. G77 p. G76 p. MYTH29 Pyramid #23 p. B164, M66 p. DW147 p. G74 p. G21 p. G21 p. M66 p. G77 p. G77 p. G77 p. G77 p. G76 p. M68 p. G78 p. M68, BT75 p. G75, CM100 p. M67 p. G75, CM101 p. B164, M65

Foolishness Forgetfulness Game Addict Glib Tongue Great Geas (VH) Great Hallucination (VH) Hallucination Keen Ears Keen Eyes Keen Nose Lesser Geas (VH) Loyalty Lure Madness Mass Confusion (VH) Mass Daze Mass Hibernation Mass Sleep Mass Suggestion Memorize Mental Stun Mindlessness (VH) Narrative Manipulation (VH) Nightmare Oath Panic Peaceful Sleep Permanent Forgetfulness (VH) Permanent Madness (VH) Rear Vision Recall Relieve Madness Reverse Psychology (VH) Sickness Sleep Strengthen Will Suggestion Terror Vigil (VH) Weaken Will Will Lock Wisdom Movement Spells Air Golem Air Vortex Apportation Atavarr’s Personal Gravitational Upset (VH) Beacon Blink Blink Other (VH)

Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control/Sound Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Knowledge/Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Knowledge/Mind Control Healing/Mind Control Mind Control Mind Control/Body Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Mind Control Movement Air/Movement Movement Movement Gate/Movement Movement Movement/Gate

D G, H G, S G, R G, R D, R D A A A G G G D*, R G, H G, H G, S G, H G, R A G, H D, R No D R D A, H G, H D*, R A A, H R G, R D, R A, H A G, H D, R A D D, R R A, H R A, H G, R A A, H G, R

p. B164, M66 p. M66 p. TM25 p. G75, CM101 p. M68 pp. G76-77, CM104 p. G76 p. M69 p. M69 p. M69 p. M59, AN87 p. M68, Cam28 p. G76 p. M67 p. MYTH29 p. B164, M66 p. DW147-8 p. B164, M67 p. M68 p. G59 p M66 p. M67 p. DW148 p. M67, BT74 p. G77 p. M65, TTA128 p. M67 p. M66 p. M67 p. M69 p. G59 p. G54 Pyramid #23 p. M66 p. B164, M66, BT74 p. G75 p. M68 p. M65 pp. G75-76 p. G75 p. G77, WW86 p. M68 p. M70 p. G25, Co98 (as Carpet of Yimsha) p. M69, VTM112 p. DW149 p. G44 p. M71 p. G81

Cloud Vaulting (VH) Cloud-Walking Distant Blow Divert Teleport (VH) Ethereal Body (VH) Flight (VH) Flying Carpet (VH) Freedom Glide Glue Grease Great Haste (VH) Hail of Lead Haste Hawk Flight (VH) Hold Fast Homing Missile Increase Burden Jump Levitation Light Tread Lighten Burden Lockmaster Locksmith Long March Magic Bullet Manipulate Open Planar Gate (VH) Planar Travel (VH) Poltergeist Pull Quick March Quondum’s Attractive Point Rapid Journey (VH) Reduce Recoil Repel Slide Slow Slow Fall Steady Hand Swim Teleport (VH) Teleport Other (VH) Trace Teleport Undo Wall Walker Winged Knife Wizard Hand Necromantic Spells Affect Spirits Age (VH) Animate Food Animate Shadow

Movement/Air (Weather)/Water (Weather) Movement/Air (Weather)/Water (Weather) Movement Gate/Movement Movement Movement Movement Movement/Protection & Warning Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Movement Gate/Movement Movement Movement Movement Movement Movement Movement Movement/Water Movement/Gate Movement/Gate Gate/Movement Movement Movement Movement Knowledge/Movement

A A G G No A, H G A A A A R G, S A A A A, H G, H A A, H A A, H G, R G, R A D, R A No No A A A A R S A A A A, H A A A, H G A A A G, R A

p. G81, Ch113 p. G81, J2e106 pp. G81-82 p. G48 p. M72 p. M71, AN87 p. G80, AN87, TM26, TTA128 p. G79 p. AN87 p. M69 p. G79 p. M69 p. TM26 p. M69, AN87 p. M71 p. G78 p. TM26 p. G79 p. G79 p. M70 pp. G78-79 p. M69 p. M70 p. M70 p. G78 p. TM26 p. M70 p. AZ74 p. AZ74 p. M70 p. G80 p. M69, AN87 p. DW149 p. G47 p. TM26 p. G80 p. G79 p. G78 p. M69 p. TM26 p. M70 p. M71, DW137 p. M71 p. G81 p. M70 p. M70 p. M72 p. G79

Necromantic Necromantic Food/Necromantic Necromantic

G D, R G D

p. SP108 p. M74, TTA127 Pyramid #23 p. G87

Animation (VH) Astral Block Astral Vision (VH) Banish Bind Spirit (Type) Burning Death (VH) Command Spirit (Type) Control Zombie Death Vision Entrap Spirit Evisceration (VH) Exploding Skull Strike Hellspawn Lich Life Siphon Mass Zombie Mass Zombie (Thrall) (VH) Mass Zombie (variants) (VH) Materialize Mummy’s Curse Pestilence Planar Summons Remove Soul Repel Spirits Resurrection (VH) Rotting Death (VH) Sense Spirit Skull Strike Skull-Spirit (VH) Slow Healing Solidify Soul Jar (VH) Spirit Trap Steal Attribute (VH) Steal Attribute: Steal Dexterity (VH) Steal Attribute: Steal Might (VH) Steal Attribute: Steal Vigor (VH) Steal Attribute: Steal Wisdom (VH) Steal Beauty (VH) Steal Health Steal Skill (VH) Steal Strength Steal Toughness (VH) Steal Youth (VH) Stop Healing Strike Barren Summon Demon Summon Major Demon Summon Minor Demon Summon Shade (VH) Summon Spirit

Necromantic Necromantic Knowledge/ Necromantic Necromantic/Gate Necromantic Fire/Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic/Gate Necromantic Necromantic Healing/Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Body Control/Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic

A No No G G D*, R G D, R G, K G D*, R No D*, S No D*, S D, R No No A S D*, R No No A No D*, R A No D*, R D A D, R G D, R D, R D, R D, R D, R D, R D, R D, R D, R D, R D, R D, R G No No No G, R G

p. M73, AN88, TTA126 p. G85, UN48, SP108 p. G61 p. M74, TTA127 p. UN40, SP108 p. G31 p. UN40, SP107 p. M73, TTA127 p. M72, TTA126 p. SP108 pp. G86-87, Co98 p. MYTH31 p. TM27 p. UN43 Pyramid #23 p. UN41-42 p. MYTH30, 63 p. MYTH30 p. G87, BT76, SP107 p. UN42, 72 p. M74, BT74, TTA127 p. M74 p. AZ75 p. G85, UN48, SP108 p. M51 p. G86 p. M72, BT74, TTA126 p. MYTH30 p. M73, TM27, TTA127, UN42 p. G84 p. G87, SP107 p. M73, BT74-75, Ho44 p. TTA126 p. G86 p. G86 p. G86 p. G86 p. G86 p. G85 p. M74, BT75, Ho57, Rel109 p. G86 p. M73, BT75, Rel109, TTA127128 p. MYTH30 p. M74, BT75 p. G84 p. G14 p. M74, DW137, IN175 Roleplayer #25 p. G87, Roleplayer #25 p. M72, Roleplayer #4 p. M72, TTA26, UN39, SP107

The Rite of AshkEnte Turn Spirit Turn Zombie Weaken Blood Wraith Zombie Zombie (Ghast) (VH) Zombie (Soulless) (VH) Zombie (Thrall) (VH) Zombie (variants) (VH) Zombie Microbe Zombie Plant Zombie Summoning Zombie Vehicle Plant Spells Animate Plant Bless Plants Blight Blossom Body of Algae Body of Wood Conceal Control Dryad Create Plant False Tracks Forest Warning Frost (Plant) Heal Plant Hide Path Identify Plant Immurement Plant Control Plant Form Plant Form Other Plant Growth Plant Sense Plant Speech Plant Vision Pollen Cloud Purify Earth Rain of Nuts Rejuvenate Plant Seek Ginseng Seek Plant Shape Plant Summon Dryad Tangle Growth Walk Through Plants Walk Through Wood Wither Plant Protection & Warning Spells Armor Bladeturning

Necromantic Necromantic Necromantic Body Control/Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Necromantic Plant Plant Plant Plant (Wood) Plant Plant Plant Plant Plant Plant Plant Plant (Wood) Plant Plant Plant Plant Plant Plant Plant Plant Plant Plant Plant/Knowledge Plant Earth/Plant Plant Plant Plant (Wood) Plant Plant Plant Plant Plant Plant Plant

No A R D, R D*, R D, R No No No No No D, R D D, R A A D A A A A D, R A G A G A A A A A A G A A A A D A G A A, R A A No A R R G

p. DW150 pp. G84-85, UN48, SP107 p. M, UN47 p. G16 p. UN44 p. M73, BT75, TTA126-127, UN41 p. MYTH31, 45 p. MYTH31, 59 p. MYTH31, 63 p. MYTH31 p. UN94 p. UN94 p. G84 p. UN94 p. M76 p. M75 p. G88 p. J1e95, J2e 103 p. G90 pp. G89-90 p. G89 Pyramid #23 p. M75 p. G88 p. M76 p. J1e95 p. M75 p. M76 p. M75 p. G90 p. G89 p. M76 p. G90 p. M75 p. M76 p. G89 p. G88 p. G88 p. G24 p. G88 p. G88 p. J1e95 p. M75 p. M75 Pyramid #23 p. M76 p. G89 p. G89 p. M76, J1e95

Protection & Warning Protection & Warning

A R

p. M76 p. G91

Blind Sensor Block Catch Missile Coolness Deflect Missile Detect Poison Force Dome Force Wall Freedom Hardiness Iron Arm Magelock Missile Shield Mystic Mist Nightingale Prismatic Mist Reflect Gaze (VH) Resist Acid Resist Disease Resist Lightening Resist Poison Resist Sound Resist Water Return Missile Reverse Reverse Missiles Sense Danger Sense Disaster Sense Observation Shade Shield Spirit Ward Spoof Sensor Sunblock Teleport Shield Turn Blade Umbrella Utter Dome Utter Wall Warmth Watchdog Weather Dome Sound Spells Keen Ears Alter Voice Concussion Converse Delayed Message Echoes of the Past Far Hearing Garble Great Voice

Protection & Warning/Technology (Machine) Protection & Warning Protection & Warning Elemental Water (Ice)/ Protection & Warning Protection & Warning Protection & Warning Protection & Warning Protection & Warning Movement/Protection & Warning Protection & Warning Protection & Warning Protection & Warning Protection & Warning Protection & Warning Protection & Warning Protection & Warning Protection & Warning Water (Acid)/ Protection & Warning Healing/Protection & Warning Air (Electricity)/ Protection & Warning Healing/Protection & Warning Sound/Protection & Warning Water/Protection & Warning Protection & Warning Protection & Warning Protection & Warning Protection & Warning Protection & Warning Protection & Warning Protection & Warning/Light & Darkness Protection & Warning Protection & Warning Protection & Warning/Technology (Machine) Fire/Light & Darkness/Protection & Warning Protection & Warning Protection & Warning Water/Protection & Warning Protection & Warning Protection & Warning Fire/Protection & Warning Protection & Warning Protection & Warning Mind Control/Sound Body Control/Sound Air/Sound Sound Sound Knowledge/Sound Sound/Knowledge Sound Sound

G, R A A A A A A A, H A A R A A A A R R A A A A A A A A A R A A A A S A A R A R A A A A A A G A A A G, R G A

p. TM27 p. G91 p. G92 p. G35 p. G91 p. G91 p. M78 pp. G92-93 p. G79 p. G91 p. M77 p. M77, AN88 p. M77, TTA128 p. M77 p. M77 p. TM27 p. G93 p. G37 p. G54 p. G27 p. G54 p. G93 p. G33 p. G92 p. J1e95 p. M77 p. M76 Pyramid #23 p. G92 p. G92 p. M76, TTA128 p. J1e95, MAA85 p. TM27 Pyramid #23 p. M77 p. G91 p. M40 p. M78 p. G93 p. G30 p. M77 p. M78 p. M69 p. G18 p. G24 p. G93 p. M79 p. G63 p. M79 p. G93 p. M78

Hush Imitate Voice Invisible Wizard Ear Mage Stealth Message Musical Scribe Noise Resist Sound Scribe/TL Silence Silver Tongue Sound Sound Jet Sound Vision Thunderclap Voices Volume Control/TL Wall of Silence Wizard Ear Wizard Mouth Technology (Bio-tech) Spells Manipulate DNA (VH) Sequence DNA (VH) Technology (Machine) Spells Animate Machine/TL (VH) Awaken Computer/TL (VH) Bless Blind Sensor Confound Firearm/TL Copy/TL Curse Delete Commercials/TL Find Weakness/TL Glitch/TL Guide Missile/TL Know Recipe Machine Control/TL Machine Possession/TL Machine Speech/TL

Sound Sound Sound Sound Sound/Communication & Empathy Sound Sound Sound/Protection & Warning Sound Sound Sound Sound Sound Sound Sound Sound Sound Sound Sound Knowledge/Food/Sound

A A R R A A A A A A G, R A, H G R A A A A A A

p. M79 p. G93, WW81 p. M79 p. M79 p. G94 p. G94 p. M79 p. G93 p. M79, G96, TM28 p. M78 p. G93 p. M78, AN88, Cam28 p. M78 p. M79 p. M78 p. M78 p. TM28 p. M79 p. M79 p. G61

Technology (Bio-Tech) Technology (Bio-Tech)

S S

p. TM28 p. TM28

Technology (Machine) Technology (Machine) Technology (Machine) Protection & Warning/Technology (Machine) Technology (Machine) Technology (Machine) Technology (Machine) Communication & Empathy/Technology (Machine) Making and Breaking/Technology (Machine) Technology (Machine) Technology (Machine) Food/Knowledge/Technology Technology (Machine) Technology (Machine)

R S S G, R A A G, R R A G G, S A R G, S R R D G A No G, S

p. G98, TM35, TTA p. G99, TM36, TTA128 p. M62, G95 p. TM27 p. TM34 p. M60, G96 p. M54, G95 p. TM18 p. B164, M59, G97, TM25, Pyramid #3 pp. G96-97, TM34, Pyramid #3 p. TM34 p. G43, G95, TM22 p. G96, TM33, Pyramid #3 p. G98, TM36, TTA128 (as Possess Vehicle) p. G96, TM33 p. G96, TM33 p. TM35 p. G97, TM34, Pyramid #3 p. M54, G95, TM23, Pyramid #3, Roleplayer #3 p. G11, 99 p. G98, TM36

Technology (Machine)/Communication & Empathy Machine Summoning/TL Technology (Machine) Mad Machine Technology (Machine) Malfunction/TL Technology (Machine) Measurement Knowledge/Technology Partial Shapeshifting Permanent Machine Possession/TL (VH) Technology (Machine) Technology (Machine)

Program Rebuild/TL Reveal Function/TL Rider Rider Within Schematic/TL Scribe/TL Seek Machine/TL Shapeshift Other Shapeshifting Speed Data/TL Spoof Sensor Televisomancy Upgrade Computer/TL

Technology (Machine) Technology (Machine)/Making and Breaking Technology (Machine) Technology (Machine) Technology (Machine) Technology (Machine)/Knowledge Technology (Machine) Technology (Machine) Technology (Machine) Technology (Machine) Communication & Empathy/Technology (Machine) Protection & Warning/Technology (Machine) Knowledge/Technology (Machine) Technology (Machine)

S A A R R A A A G, R G, R S S S, K S

Pyramid 17 p. 70-71, TM33 p. G97, TM35, Pyramid #3 p. G96, TM33, Pyramid #3 p. M24, G98, TM35 p. M24, G98, TM35 p. G97, TM34, Pyramid #3 p. M79, G96 p. G95, TM32, Pyramid #3 p. M22, G99 p. M23, G99 p. TM19 p. TM27 p. TM23 p. TM35

Technology (Energy) Spells Catch Lightning Technology (Energy) Conduct Power/TL (VH) Technology (Energy) Create Fuel/TL Decay/TL Draw Power/TL (VH) Hotshot/TL Lend Power/TL Magnetic Vision Mana Burner Mana Fuel Preserve Fuel/TL Propel/TL Purify Fuel/TL Purify Power Radio Hearing Ruin Fuel Ruin/TL Seek Fuel/TL Seek Power/TL Small Vision Solar Power Spectrum Vision (VH) Steal Heat Steal Power/TL (VH) Stop Power/TL Test Fuel/TL Water to Fuel/TL Technology (Energy) Making and Breaking/Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Making and Breaking/Technology (Energy) Technology (Energy) Technology (Energy) Light & Darkness/Knowledge/Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy) Technology (Energy)

R R A G, R R S R S S S A A A S R G, R G, R A R A, R R R G, R G, R G, R A R

Pyramid #3 p. G101, Pyramid #3, 17 p. 74, TM31 p. G100, TM30 p. M48, G100 p. G101, Pyramid #3, #17 p. 75, TM32 p. TM30 pp. G100-101, TM30, Pyramid #3 p. G102, TM32 Pyramid #3 Pyramid #3 p. G100, TM29 p. G101, Pyramid #3, #17 p. 74, TM30-31 p. G100, TM30 p. TM30 p. G102, TM32 Pyramid #17 p. 71-72 p. M59, G100 p. G99, TM29, Pyramid #3 p. G99, TM29, Pyramid #3 p. G65, 101, TM24 Pyramid 17 p. 71-72 p. G102, TM32 Pyramid #3, #17, p. 71-72 p. G101, Pyramid #17 p. 74, TM31 p. G100, Pyramid #3, #17 p. 74, TM30 p. G99, TM29 p. G100, TM30

Technology (Radiation) Spells Breathe Radiation (VH) Cure Radiation (VH) Extinguish Radiation (VH) Irradiate Particle Beam (VH) Radiation Jet Resist Radiation See Radiation Seek Radiation Technology (Metal and Plastic) Spells Body of Metal (VH) Earth to Air Earth to Stone Flesh to Stone Identify Metal Identify Plastic Metal Vision Plastic Vision Purify Metal Seek Metal Seek Plastic Shape Metal Shape Plastic Stone to Earth Stone to Flesh Water Spells Body of Water Boil Water Breathe Air Breathe Steam (VH) Breathe Water Condense Steam Control Water Elemental Create Steam Create Water Create Water Elemental Create Well Dehydrate Destroy Water Dry Well Earth to Water Elemental Plumbing Essential Water Fog Foul Water Freeze Frost Frostbite Geyser (VH) Hail Ice Dagger

Technology (Radiation) Technology (Radiation) Technology (Radiation) Technology (Radiation) Technology (Radiation) Technology (Radiation) Technology (Radiation) Technology (Radiation) Technology (Radiation)

S S S D, S D, S D, S S S S

p. G105, TM38 p. G105, TM38 p. G105, TM38 p. G105, TM38 p. TM38 p. G105, TM38 p. G105, TM38 p. G104, TM38 p. G104, TM38

Technology (Metal and Plastic) Earth/Air/Technology (Metal and Plastic) Earth/Technology (Metal and Plastic) Earth/Technology (Metal and Plastic) Technology (Metal and Plastic) Technology (Metal and Plastic) Technology (Metal and Plastic) Technology (Metal and Plastic) Technology (Metal and Plastic) Technology (Metal and Plastic) Technology (Metal and Plastic) Technology (Metal and Plastic) Technology (Metal and Plastic) Earth/Technology (Metal and Plastic) Earth/Technology (Metal and Plastic) Water Water Water Water Air/Water Water Water Water Water Water Water Water Water Water Water Water Water Water/Water (Weather) Water/Food Water/Water (Ice) Water/Water (Weather) Water/Water (Ice) Water Water/Water (Weather)/Water (Ice) Water/ Water (Ice)

S G, R R D, R A A G G, R A A R A R A A R A, H R G, R A, H A No A A No A D, R G G G No A A G A A D D, R G, R D, R

p. G106, TM37 p. B156, M32, G106, TM37 p. M32, G105, TM37 p. M32, G106, TM37 p. G106, TM37 p. G106, TM37 p. G106, TM37 p. G106, TM37 p. J2e102 p. G105, J1e95, J2e102, TM37 p. G105, TM37 p. G106, J1e95, J2e102, TM37 p. G106, TM37 p. M32, G105, TM37 p. M32, G106, TM37 p. M40 p. G33 p. M39 p. G34 p. B157, M35 p. G33 p. M33 p. G33 p. B159, M39 p. M33 p. G32, J1e 92, J2e 103 p. M39 p. B159, M39 p. G32, J1e 92, J2e 103 p. G p. TM38 p. M39 p. B159, M40, BT74 p. G32 p. M41 p. M41 p. M42 p. M42 p. M42, VTM113 p. M41

Ice Skates Ice Slick Ice Sphere Ice Vision Icy Weapon Melt Ice Mud Jet Phantom Surfboard Purify Water Rain Resist Water Seek Coastline Seek Water Shape Water Snow Snow Shoes Steam Jet Summon Water Elemental Swim Umbrella Walk on Water Walk Through Water Water Jet Water to Sake Water Vision Whirlpool Water (Weather) Subcollege Cloud Vaulting (VH) Cloud-Walking Current Fog Frost Hail Snow Storm Tide Waves Water (Ice) Spells Body of Ice (VH) Coolness Create Ice Flesh to Ice (VH) Freeze Frost Frostbite Hail Ice Dagger Ice Slick Ice Sphere Ice Vision Icy Breath (VH)

Water Water/Water (Ice) Water/Water (Ice) Water/Water (Ice)/Knowledge Water/Water (Ice) Water/Water (Ice) Water Water Water Air/Air (Weather)/Water Water/Protection & Warning Water Water Water Water/Water (Weather)/Water (Ice) Water/Water (Ice) Water Water Movement/Water Water/Protection & Warning Water Water Water Water Water/Knowledge Water

A A G A R A A R A A A A A A A A G, R No A A A A A R A G

Pyramid #23 p. M41 p. B159, M41 p. M41 p. M40 p. M41 p. G Pyramid #23 p. B159, M39 p. B157, M35, BT74, VTM113 p. G33 p. J2e 103 p. B159, M39 p. B159, M39 p. M42, VTM113 p. M41 p. G34 p. M33 p. M70 p. M40 p. B159, M40 p. G32 p. M40 p. J1e92 p. M40 p. G33

Movement/Air (Weather)/Water (Weather) Movement/Air (Weather)/Water (Weather) Water/Water (Weather) Water/Water (Weather) Water/Water (Weather) Water/Water (Weather) Water/Water (Weather)/Water (Ice) Air (Weather)/Water (Weather) Water/Water (Weather) Water/Water (Weather) Water (Ice) Elemental Water (Ice)/ Protection & Warning Water (Ice) Water (Ice) Water/Water (Ice) Water/Water (Ice)/Water (Weather) Water/Water (Ice) Water/Water (Weather)/Water (Ice) Water/Water (Ice) Water/Water (Ice) Water/Water (Ice) Water/Water (Ice)/Knowledge Water (Ice)

A A A A A G, R A G A A R A A D, R A A D G, R D, R A G A D, R

p. G81, Ch113 p. G81 p. G34 p. B159, M40, BT74 p. M41 p. M42, VTM113 p. M42, VTM113 p. G26 pp. G34-35 p. G34 p. G36 p. G35 p. G35 p. G35 p. M41 p. M41 p. M42 p. M42, VTM113 p. M41 p. M41 p. B159, M41 p. M41 p. G36

Icy Missiles Icy Touch Icy Weapon Melt Ice Rain of Ice Daggers Snow Snow Shoes Water (Acid) Spells Acid Ball Acid Jet Create Acid Essential Acid (VH) Rain of Acid Resist Acid Spit Acid (VH)

Water (Ice) Water (Ice) Water/Water (Ice) Water/Water (Ice) Water (Ice) Water/Water (Weather)/Water (Ice) Water/Water (Ice) Water (Acid) Water (Acid) Water (Acid) Water (Acid) Water (Acid) Water (Acid)/Protection & Warning Water (Acid)

G, R D, R R A D, R A A G, R G, R A R G, R A G, R

p. G36 p. G35 p. M40 p. M41 p. G36, Co99 (as Rain of Icy Death) p. M42, VTM113 p. M41 p. G37 p. G37 p. G37 p. G37 p. G37 p. G37 p. G37

Words of Command and Equivalent GURPS Spells
Command Word Accio Alohomora Aparecium Apparate Avis Cheering Charm Confundus Conjunctivitus Create Arrow Cruciatus Cushioning Charm Deletrius Densaugeo Diffindo Disapparate Dissendium Drought Charm Enervate Engorgio Entrancing Expecto Patronum Expelliarmus Ferula Finite Incantatem Flame Freezing Charm Four-Point Spell Furnunculus Gripping Charm Hovering Charm Hurling Hex Impediment Imperio Impervious Incendio Jelly-Legs Jinx Lumos Magic Contract GURPS Spell Summon Object Lockmaster Reveal Text Teleportation Create Vermin Cheer Confusion Strike Blind Dart Agonize Comfortable Seat Cancel Spell Grow Teeth Break Teleportation Open Door Destroy Water Awaken Engorgement Charm Create Patronus Expel Bandage Mass Dispel Magic Resist Fire Know Direction, command word is “Point Me.” Boils Sticky Fingers Apportation Poltergeist Rooted Feet Control Person, the Imperius Curse Waterproof Create Fire Clumsiness Create Light Geas

Mobilacorpus Mobilarbus Morsmordre Nox Obliviate Orchideous Petrificus Totalus Quietus Reducio Reducto Relashio Reparo Repelling spells Rictusempra Riddikulus Scouring Charm Shield Charm Sonorus Stupefy Summoning Charm Taranttallegra Thief’s Curse Waddiwasi

Animate Body Apportation Dark Mark Extinguish Light Forgetfulness Create Bouquet Paralysis Whisper Shrinking Blast Spark Jet Repair Repel Object Tickle Ridicule Clean Spell Shield Great Voice Stun Summon Object Uncontrollable Dance Whatever the GM wants it to be. Reverse Motion

Chapter 6 - New Spells Animal Spells
Animagus Details of this spell are not given, since it is up to the GM to determine how (and if) characters become animagi. Since the spell bestows the Were Form advantage, mages who successfully cast the animagi enchantment should buy the Were Form advantage. The animagi spell is complex and dangerous, although the precise effects of failure are never mentioned, they are obviously sufficiently unpleasant that only the most skilled or reckless mages attempt the transformation. The GM can treat the Animagi spell as a M/VH spell, that only works on the user, and which can only be used once. Success turns the mage into the animal that best matches his personality, failure means something bad happens or the mage doesn’t get the form he wants but the form he deserves. Perhaps a badly failed skill roll afflicts the mage with an Unnatural Feature, such as the partial shapeshifting Hermione suffered when she attempted to use Polyjuice Potion, or like Madame Hooch’s eyes. The better the skill roll when the spell is cast, the better the final result. As a rule of thumb, assume that the mage can devote the points that he put into learning the Animagi spell to the Were Form advantage, plus a number of points equal to the amount by which he made his skill roll. For example, if Sirius spent 10 points learning the Animagi spell, and made his skill roll by 5, he would have 15 points to spend on the Were Form advantage. If the mage fails his skill roll, subtract twice the amount by which he failed his roll from the number of points he invested in learning the spell. If the result is negative, double the number and subtract that many points from advantages, disadvantages, attributes and skills. For a critical failure, multiple the amount by 10! For example, if Rita spent 10 points learning the animagi spell and missed her roll by 5, she would have 5 points to spend on the were form advantage - and the GM could rule that she gets not the shape that she desires, but the shape that reflects the more unpleasant aspects of her personality. Except on a critical failure, the GM should allow the character to “round up” the result to the

nearest 5 point increment, since most Were Forms are purchased in increments of 5 points. The missing points can be made up either by assigning new Quirks or disadvantages, such as Secret (Unregistered animagus), by can be paid out of earned experience points. A special effect of the enchantment is that every animagus’s animal form has a distinct, slightly unnatural pattern of markings. Observers who make a successful roll vs. Vision-2 will notice the unusual markings. Magically-aware observers can make an IQ roll to guess that the animal might be magical in some way. On a critical success, the observer recognizes the beast as an animagus in animal form. Create Small Animal Regular This spell allows the caster to create any non-magical creature with which he is personally familiar, up to a maximum weight of approximately 50 lb. The created animal is normal for its type, although the mage can specify its sex, color and conformation. The animal disappears if it is killed. If the mage has the Naturalist skill (or a similar skill such as Zoology or Biochemistry) he can get extremely specific about the type of creature he can create. He can create diseased, genetically engineered or rabid animals if he makes his skill roll by 3 or more. Duration: 1 minute. Cost: 1 point for an animal up to 10 lb., 2 points for up to 30 lb., 3 points for up to 50 lb., 1 to maintain. Prerequisite: Create Vermin. Item: Staff, Wand, or Jewelry or Clothing (typically a hat). Energy Cost to Create: 350 points, 150 points if it will just create one type of creature. Create Snake Regular This spell creates a large serpent. Snakes created by this spell are under the control of the caster and are normal in all respects. They have ST 3 + 1 per foot, DX13, IQ2, HT 12/3 + 1 per yard, and Move 3. Poisonous snakes bite for 1d-1 points of damage and inject Type F venom if their bite penetrates armor and natural DR. Duration: 1 minute. Cost: 2, plus 1 per foot of length, half to maintain. Add +1 to all costs to create poisonous snakes. Prerequisites: Create Small Animal. Item: Staff, Wand or Jewelry. Cost to Create 300 points. Usable only by a mage. Create Vermin Regular This spell allow the mage to create any sort of small creature with which he is personally familiar, and which weighs no more than 1 lb. If the mage has the Naturalist skill (or a similar skill such as Zoology or Biochemistry) he can get extremely specific about the type of creature he wishes to create. He can create diseased, genetically engineered or rabid vermin if he makes his skill roll by 3 or more. Up to one vertebrate creature (mouse, rat, toad, etc.) or one ounce of insects or similar small creatures can be produced with this spell. Duration: Permanent Cost: 1 point Item: Vermin Bag GURPS Magic Items 2, p. 86. Energy Cost to Create: 50 points. Egg Filling Regular, resisted by IQ This spell replaces some or all of the contents of an egg with a small object of the mage’s choice. The object can either be an object readily at hand when the spell is cast, or the “filling” can be a product of a magic spell. The objects can’t occupy more volume that the interior of the egg, and can’t be a material that would normally destroy the egg’s shell (e.g., strong acids, flame, extremely heavy objects). Except, possibly, for an alteration in the egg’s weight the egg looks and feels normal. The shell is completely unblemished. Spells or powers that detect magic will sense a faint aura of magic around the affected eggs. The mage determines the fate of the original contents of the eggs - they either vanish or appear in a nearby container, as specified by the mage. This is also a Food spell. Duration: Permanent. Cost: 1 per dozen normal (hen-sized) eggs, or fraction thereof.

Item: Staff, Wand or Jewelry. Cost to Create: 50 points. Force Shapeshifting Regular, resisted by HT When cast on a were-creature or similar shapeshifter, this spell can either force them to undergo metamorphosis into their were (or human) form or “locks” them into their current form. For example, a werewolf in wolf form would be either forced to shift back into his human form or prevented from doing so for the duration of the spell. This is also a Body Control spell. Duration: Until next period when the shapeshifter can change form. If the shapeshifter can change form at will, this spell lasts for 1 hour. Cost: 5 points, same to maintain. Time to Cast: 3 seconds. Prerequisite: Magery, Shapeshift. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. Usable only by a mage. (b) Clothing or Jewelry. Casts this spell on the wearer, blocking their transformation into (or out of) were form. Always On. Some versions can’t be removed. Energy Cost to Create: 200 points. Great Shapeshift Other (VH) Regular, resisted by HT This spell is similar to the Great Shapeshifting spell, but it can be used on other creatures or objects. Unlike the Great Shapeshifting spell, the mage can’t make the subject transform at will. Instead, he can change the subject to one other item or creature, limited only by his imagination and the GM’s tolerance. Duration: 1 hour. Cost: 6 points, Add 2 points to change a living creature into an inanimate object or vice-versa. Add 1 point for every 100 lbs. of difference between the object to be transformed and its final shape. Half cost to maintain. Double cost to transform a creature or object into a rare, dangerous or valuable substance. Multiply the cost by 10 to make the change permanent. Prerequisite: Great Shapeshifting. Time to Cast: 3 seconds. Harness Regular, Resisted by Will or Skill This spell allows the mage to instantly equip an animal with existing riding or load bearing equipment (“tack”). The spell also allows such equipment to be instantly removed. The equipment remains on the creature until it is physically removed, or until a second casting of the Harness spell removes the equipment. For double cost, the mage can create tack if none exists. In this case, the equipment magically appears on the beast, and disappears when the spell ends or when it is removed. Only “non-military” tack can be created with this spell. The spell won’t produce horse barding and similar objects. Unwilling animals resist with Will. If this spell is cast on a beast under the control of a rider or master, the master rolls to resist the spell instead of the animal. Roll vs. the owner’s Will or the appropriate Animal skill (such as Riding, Teamster, or Packing), whichever is higher. If this spell is used to unbuckle a saddle and bridle, the rider must roll vs. Riding skill to keep his seat, or Riding-3 if the animal is moving at greater than half speed. In any case, the saddle (or other tack) will fall off in 1d seconds, forcing the rider to ride barebacked. If this spell is used to remove a harness from an animal pulling a vehicle, the driver must roll vs. Teamster skill to keep control of the vehicle if it is moving at more than 10 mph (Move 20). This is also a Making and Breaking spell. Duration: Permanent or 1 hour. Cost: 1 point to harness or remove existing tack, 2 points, 1 to maintain if the mage creates tack. 2 points if cast on an animal under the control of a rider or drover. Time to Cast: 5 seconds. Prerequisite: Master. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Bridle (or similar object) or Jewelry. Creates a full harness when placed on an animal of the appropriate type. Energy Cost to Create: 150 points. (c) Full set of Riding or Harness Tack for one type of animal. It will automatically attach itself to an animal specified by the owner when a command word is spoken. Energy Cost to Create: 50 points.

Insect Feast Regular, resisted by HT This gruesome spell fills the target’s stomach with insects or other small invertebrates of the mage’s choice. The insects do no damage, but unless the victim makes his resistance roll, for the duration of the spell, he can do anything more than vomit up bugs. During this time, he is at -4 to ST and ST and all physical skills, and he is at -2 to IQ and all mental skills. After they are released from the victim’s stomach, the bugs may act normally. For double cost, the mage can make the bugs behave as a swarm under the mage’s control. This spell is very disconcerting, in most cases the victim and any viewers must also make a Fright Check at +2. The only exception is a variant of this spell that produces butterflies. This is also a Body Control spell. Duration: 1 minute. Cost: 4, 3 to maintain. For double cost, the insects form a swarm after they are released. Time to Cast: 3 seconds. Prerequisites: Magery, Retch (Body Control), Insect Swarm or Call Swarm. Minor Transfiguration Regular, resisted by HT This spell is a limited version of the Transfiguration spell. It is identical to that spell, except that the spell won’t affect a subject which weighs more than 10 lbs. and it won’t turn the subject into an object that weighs more than 10 lbs. Duration: 1 hour. Cost: 2 points, add 1 point to change a living creature into an inanimate object or vice-versa. Half cost to maintain. Double cost to transform a creature or object into a rare, dangerous or valuable substance. Multiply the cost by 10 to make the change permanent. Prerequisite: Magery. Time to Cast: 3 seconds. Shapeshifting and Shapeshift Other There a presumably dozens of variants of the Shapeshifting and Shapeshift Other spell. For simplicity, assume that a mage who knows the Shapeshifting or Shapeshift Other spell knows one form per point invested in the spell. Forms with which the mage is familiar, but has not yet attempted himself, default to the appropriate spell at -4. Skill with a given form can be bought up as a Maneuver of Average difficulty. The GM determines what counts as “familiarity” with a given form and should strictly prohibit changes that allow the mage to transform into powerful and/or dangerous forms. As a rule of thumb, add an additional -1 penalty for every 200 lbs. of difference in mass (or fraction thereof) between the mage (or subject) and the desired form, and a -1 penalty for every 5 points of ST difference between the two forms. For example, a 200 lb., ST 15 mage who wishes to transform into a 2,000 lb., ST 30 warhorse would have a -9 penalty for size difference and a -3 penalty for the ST difference. Another important difference from GURPS Magic is the fact that transformed people immediately take on the personality and intellect of the animal into which they are transfigured. While they might retain memories of being human, these are filtered through the subject’s “animal consciousness,” so complex thoughts and plans are usually lost when the subject transforms. When the subject is transfigured back into human form, if they make a (human) IQ roll they can remember something of the experience of being in animal form - but again, from an animal’s point of view. For example, a wizard who was abused after being transfigured into a ferret would remember the experience only as a period of fear, pain and desire to escape. He wouldn’t remember exactly who cast what spells on him or how the humans around him reacted when he was in ferret form. Because of transfiguration’s effect on the human intellect, and by inference a person’s will, human transfiguration is carefully monitored by the Ministry of Magic. Finally, note that Shapeshifting and other types of Transfiguration are different from the enchantment that allows the mage to become an animagus. An animagus can retain his human intellect, will and memories while in animal form. In other respects, these spells use the Expanded Shapeshifting rules on p. G9. Known Shapeshift Other variants include Bat, Ferret and Pig. Transfiguration Regular, resisted by HT This spell is a limited version of the Great Shapeshift Other spell. It is identical to that spell, except that the spell won’t affect a subject which weighs more than 50 lbs. and it won’t turn the subject into

an object that weighs more than 50 lbs. See the notes on Shapeshifting and Shapeshift Other, above. Duration: 1 hour. Cost: 3 points, add 1 point to change a living creature into an inanimate object or vice-versa. Add 1 point for every 10 lbs. of difference between the object to be transformed and its final shape. Half cost to maintain. Double cost to transform a creature or object into a rare, dangerous or valuable substance. Multiply the cost by 10 to make the change permanent. This spell can be used as a prerequisite for the Shapeshifting spell. Prerequisite: Minor Transfiguration. Time to Cast: 3 seconds.

Body Control Spells
Avada Kedavra (VH) No Resistance This is the most powerful of the so-called “unforgivable” curses. It immediately, irrevocably, kills the victim. If the spell is cast successfully, there is a flash of livid green light, a roaring rush of air and the victim dies a quick and painful death. To observers, it appears that the victim died of fright - the spell leaves no marks on the body. The victim gets no resistance roll - his only hope for survival is to prevent the spell from being cast in the first place or to get far enough away that the mage can’t cast it accurately. Unlike other magic spells in the world of Harry Potter, Avada Kedavra remains a M/VH spell. It is difficult to master and illegal to use except in the most unusual circumstances. This is also a Necromantic spell. Duration: Permanent Cost: 10 points. Time to Cast: 2 seconds. Prerequisite: Magery 3, Deathtouch, Agonize, Soul Jar, 10 Necromantic and 10 Body Control spells. Regular, resisted by HT Causes hair to fall out and cease to grow on any part of the subject's body, as specified by the caster. This spell can also be used to remove the fur from hides, shear sheep, or pluck fowl. No skill roll is necessary. Unlike the Haircut spell, this spell prevents hair from growing back. While it has many offensive uses, its main purpose is as a magical substitute for shaving. Duration: 1 week (hair falls out within 1 minute). Cost: 1 for a small area (e.g., the head or face), 2 for a man-sized creature, 2 points for each additional hex of creature. Same to maintain. Prerequisite: Haircut. Magic Item: (a) Razor or Scissors. Energy Cost to Create: 100 points. (b) Clothing or Jewelry which will keep wearer from growing hair on a specific part of the body. Energy Cost to Create: 100 points. (c) Ointment or shampoo that will remove hair from parts of the body to which it is applied (such as the chin or legs). Good for one use only. Energy Cost to Create: 10 points. Balloon Regular; resisted by HT This spell is a combination of the Engorgement and Levitation spells. Unless the subject makes his resistance roll, his body begins to swell up like a helium balloon and he then rises into the air, helplessly bobbing until the spell ends or someone casts a counterspell. While inflated; the victim is at least four times his normal size and cannot take any physical action. Spell casting is impossible unless the victim knows spells at a high enough level that they can be cast without words or gestures, or he has a focus that doesn’t require him to move in order to use it (such as a wand). Rolls to hit the victim are at +4. If the victim is hit by a cutting or impaling weapon, or a bullet, he takes double damage and will also begin to sink as his body deflates. Outdoors, the victim will rise for the duration of the spell, floating with the wind. Indoors, the victim will rise until he hits the ceiling and will then bob about. Bald

Duration: 10 minutes. Cost: 4, 3 to maintain. Time to Cast: 3 seconds. Prerequisite: Magery 2; Levitation, Engorgement. Regular, Resisted by HT This spell makes the victim break out in painful boils. The boils reduce the victim’s appearance by 1 level, to a minimum of Hideous. The boils also do 1 point of general damage to the victim and give him -1 to ST, DX, and IQ due to the pain. The effects of this spell can be countered using Remove Blemish, Remove Curse or Minor Healing. Duration: 1 hour. Cost: 3, 2 to maintain. Prerequisite: Magery, Warts Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry. Affects wearer only. Energy Cost to Create: 250 points. Boneless Regular; Resisted by HT Removes the bones from some or all of the victim's body. Neither passive defense nor damage resistance protects. If this spell is cast on an arm or legs, that body part is automatically crippled. If the spell is cast on the head, the victim loses any DR on his skull, loses 1 level of Appearance and is rendered Mute. If the spell is cast on the victim’s body or spine, the victim is, essentially, crippled and falls down in the hex where he was struck. Duration: 10 minutes. Cost: 6 points, half to maintain. For double cost, this spell can be made permanent. Prerequisite: Wither Limb or Brittlebone. Time to Cast: 3 seconds. Magic Item: Staff or other weapon. Energy Cost to Create: 1,000 points. Comfortable Seat Regular Allows the subject to sit still for the duration of spell without getting cramped or suffering any other ill effects. This removes any fatigue costs for being confined in cramped conditions or in an uncomfortable position. This spell can also make a saddle, chair, or similar seat extremely comfortable. Characters using the item will suffer no discomfort or strain. Likewise, if this spell is cast on a pack or similar load-bearing equipment it prevents chafing and discomfort to the wearer. This spell will negate any Fatigue caused by uncomfortable or cramped seating (such as in a vehicle) or reduces Fatigue from Riding by 2 points. This spell will reduce fatigue from being ridden (or carrying a pack or heavy load) by 1 point. This is also a Movement spell and a Making and Breaking spell. Duration: 8 hours. Cost: 3 points, 2 to maintain. Time to Cast: 3 seconds. Prerequisite: Comfortable Object, Vigor. Magic Item: (a) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 250 points. (b) Chair or other piece of furniture. Only works for person sitting in it. Energy Cost to Create: 150 points. (c) Saddle or other load bearing equipment. Casts this spell on both the rider (if any) and the wearer. Always On. Energy Cost to Create: 250 points. Regular, resisted by IQ or Spell This spell reduces the size of swollen body parts or enlarged creatures. It cancels the effects of the Enlarge, Corpulence or Engorgement spells if the caster can win a contest of spell skills. It also reduces swelling due to injury, allergies or disease. This is also a Healing spell. Duration: Permanent. Cost: 2 points. Prerequisites: Lend Strength Deflate Boils

Engorgement Regular, resisted by HT This spell is a limited version of the Enlarge spell. It makes one body part, chosen by the mage, grow to enormous size. If this spell is cast on a limb, it increases ST of the limb as well as the number of HP required to cripple it, as per the Enlarge spell (p. G19). Worn or carried items do not enlarge. See the Corpulence spell (p. G17) for the effects of “bursting out” of armor. For body parts that don’t have musculature (e.g., eyes, nose, ears, etc.) each level of this spell doubles the weight and size of the body part, making it easier to hit (reduce “to hit” penalties by 1 per level of the spell, to a minimum of 0) and increasing the victim’s encumbrance. It is very likely that the victim’s Appearance will be reduced as well. Subtract one level of appearance per level of engorgement to a minimum of Hideous. If this spell is cast on the subject’s tongue, it is very likely that the victim will begin to Suffocate! This spell counters and is countered by the Deflate spell. Duration: 1 hour. Cost: 2 to double the size of a body part, 3 to triple it, 4 to quadruple it, and so on. Same to maintain. Time to Cast: 2 seconds Prerequisite: Magery, Alter Body. Grow Teeth Regular, resisted by HT This spell has two functions. It is normally used to replace or repair missing or damaged teeth. If cast on a subject who already has all of their teeth, it makes the subject’s teeth grow as specified by the mage. Unless the victim resists, their teeth begin to grow at the rate of approximately 1 inch per 10 seconds, stopping only when the mage loses concentration or commands the growth to stop. In extreme cases, this will do 1d-3 points of cutting damage to the victim’s mouth, jaw and face as his teeth grow through his skull and face. In any case, a victim whose teeth are elongated effectively has the Stuttering disadvantage. This is also a Healing spell. Duration: Permanent. Cost: 1 to regrow or repair a single tooth, 2 to regrow or repair multiple teeth or to make the victim’s teeth elongate. Prerequisite: Haircut or Minor Healing. Hair Growth If the mage also knows the Dye spell, for double cost he can specify the color of the hair the subject grows. This spell can be put in a Curse Missile. Haircut This spell can be used to remove all the subject’s hair, leaving him bald! It can be put in a curse missile. It can also be used to trim the subject’s toenails, fingernails or claws. Regular, Resisted by HT Gives subject a bad case of the hiccups. This can disrupt spells which must be spoken (the caster must roll vs. Will every second or disrupt their spell casting) and cancels the effects of the Voice advantage. It also gives -2 to use skills which require use of the voice like Fast-Talk, Bard, or Singing. Skills that require breath control, fine motor control, or inconspicuousness like Swimming, Surgery or Shadowing will also be at -2. The GM may also rule that some skills, such as Breath Control or Stealth are impossible while the subject has the hiccups. Duration: 10 minutes. Cost: 2 to cast, 1 to maintain. Prerequisite: Spasm. Magic Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Affects wearer only. Always on. Can’t be removed. Energy Cost to Create: 150 points. Inflation (VH) Regular, Resisted by HT This spell is a combination of the Levitation and Corpulence spells. It makes the subject swell up like a balloon and float about helplessly. Unless the victim resists, they are affected as if they Corpulence (p. G17) spell had been cast on them, increasing their level of natural encumbrance to Fat. They also, simultaneously rise into the air and Hiccup

float about like a helium balloon. While this cancels the effects of the extra encumbrance due to fat, the victim is at -2 to DX and DX-based skills and cannot Dodge. They also cannot move unless they can grab a handy object and pull themselves along. If there is no object readily at hand, they are blown along on the wind. Indoors, the victim will rise until they are bouncing along the ceiling. Outdoors, the victim will rise at a rate of 1 yard per turn for the duration of the spell! This spell can be partially countered by the Destroy Air spell, which keeps the victim from floating away. Controlled use of the Destroy Air spell allows the victim to gently drift back to earth; excessive use of the spell makes the victim plummet! The extra encumbrance due to weight can be countered by the Gauntness or Deflating spells. This is also a Movement spell. Duration: 10 minutes. Cost: 8 to cast, 7 to maintain. Time to Cast: 3 seconds. Prerequisite: Corpulence, Levitation, Create Air. Irresistible Dance Regular, Resisted by Will The subject feels an uncontrollable urge to dance and he will do so unless he resists. Each turn, he may make another resistance roll. Should he fail, he moves one hex in a randomly determined direction; otherwise he can control the direction of his movement (though he can't shake off the effects of the spell). Dancing characters can do nothing but dance, their Move is halved and DX and ST are reduced by -2. All skills (except purely mental ones) and Active Defenses are reduced by -2. The subject must also roll vs. HT every minute or lose a point of fatigue. This will definitely spoil a wizard's spell casting unless he can cast a spell without having to gesture. On the positive side, the subject temporarily gets the Dance skill at level 10 if he didn't already have it. Duration: 1 minute or until subject falls unconscious. Cost: 4, 2 to maintain. Time to Cast: 3 seconds. Prerequisite: Repetition. Magic Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Musical Instrument that forces everyone who hears it (20 hex radius) to make a resistance roll or start dancing. Energy Cost to Create: 1,000 points. (c) Clothing or Jewelry that forces anyone who wears it to dance. Energy Cost to Create: 300 points. Leg Locker Regular, resisted by HT This spell binds the subject's legs together as if they had been glued. For the duration of the spell, the victim cannot move his legs independently, although he can still bend them at the ankles, knees and hips. He can move by hopping at half his normal Move, but he must roll vs. DX every minute to avoid falling over. Skills that rely on quick leg motions, such as Running, Dancing and most melee or close Combat/Weapon skills are impossible to use or at -5 to skill, at the GM’s option. In any case, strenuous arm or body motion forces the subject to make a DX roll to avoid falling over. Duration: 10 minutes. Cost: 3, 2 to maintain. Time to Cast: 2 seconds. Prerequisite: Hinder. Remove Blemish Regular, resisted by Will Permanently and painlessly removes scars, warts, birthmarks, acne or tattoos. It counters spells that marks or blemishes on the body, such as Alter Visage (if they produce effects such as Tattoos or Wart spells) or Boils. A critical failure with this spell means that the victim removes a part of his body, such as a nose, ear or bit of skin! Duration: Permanent. Cost: 1 for a small area, 2 for extensive blemishes, 3 for a man-sized target, 3 for each additional hex of creature. Magic Item: Staff, Wand, Jewelry or Wash Cloth. Energy Cost to Create: 100 points. Repetition Regular, Resisted by HT

Causes subject to helplessly repeat either the last action they performed before the spell was cast on them or some other meaningless, repetitive action chosen by the caster when the spell is cast. Subjects cannot be made to deliberately do harm themselves or others, though clever casters will find ways to get around this limitation. (For example, a subject affected by this spell couldn't be made to stab himself repeatedly; he could be made to dance helplessly into the path of an oncoming truck. . .). Duration: 1 minute. Cost: 3 to cast, 1 to maintain. Prerequisite: Magery, Spasm. Magic Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 500 points. (b) Clothing, Tool, or Jewelry. Affects user or wearer only. The victim will either repeat an action specified when the item is created or they will repeat the first action they make with a tool. Energy Cost to Create: 300 points. Regular, resisted by Will This spell allows the mage to painlessly remove all the hair from the subject’s head leaving behind a hairless pate. The subject takes no damage from this spell, but without the aid of magic, hair will never grow on his head again. The scalp hangs together by a thin layer of skin and looks very much like a wig, although much more fragile. While removed from the subject the scalp is dead and will cease to grow. However, if it is ever placed on the head of a person who has suffered from this spell, it will magically graft itself to the subject’s body and begin to grow again. If the subject doesn’t wish this to happen, they may roll vs. Will to prevent the grafting from taking place. In order for the spell to take effect, the mage must grasp the victim’s hair with his hand (roll to hit the Head at -3). Duration: Permanent (effects are instantaneous). Cost: 2 points, can’t be maintained. Prerequisite: Bald. Item: Jewelry or Glove. Energy Cost to Create: 100 points. Sharp Tongue Regular, resisted by IQ This spell turns the subject’s tongue into a hard, long, flexible dagger-like appendage. It has Reach C, 1 and does Thrust/Impaling damage if it strikes. Roll vs. the subject’s DX-2 or Brawling skill to target it. The tongue can be Blocked or Dodged normally. It can also be parried, but is immune to breakage (although it can be damaged, see below). The tongue can also be targeted at -6 to hit, but has PD2, DR3 and HP 3. Damage greater than HP 3 cripples the tongue, ends the spell and gives the subject the equivalent of the Stuttering disadvantage until the damage is healed. Duration: 1 minute. Cost: 2 to cast, 1 to maintain. Time to Cast: 2 seconds. Prerequisites: Alter Body. Spasm For 1 point (or on a miss by 1), this spell makes the subject’s body twitch in a harmless but annoying way. For example, the subject’s ears might twitch uncontrollably. Sticky Fingers Regular This spell makes the palms of the subject's hands slightly sticky, as if they were coated with halfdry rubber cement. This gives +2 to DX to any task that requires a firm grip with the hands, such as holding onto a sword, and gives +1 to any task where the GM rules that the stickiness is an aid. Examples include, dealing cards, picking pockets, palming small objects, picking up small objects, or turning the pages of a book. Note that the glue on the subject's fingers is not transferred to any object that the subject touches. In addition, the subject can easily release any item they grasp if they wish to do so. Duration: 1 minute. Cost: 2, 1 to maintain. Prerequisite: Rooted Feet. Magic Item: (a) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 300 points. Scalp

(b) Any object can be enchanted with this spell. Anyone who touches the object has this spell cast on them. Energy Cost to Create: 25 points per pound of material. Switching Regular, resisted by IQ This spell allows the mage to remove part of his own body and place it on another person or object. Switched body parts function normally and are under the caster’s control, regardless of the range from the mage to his parts! When the spell is cast, the mage physically removes the body part from his body and places it on another object. If attached to a living being, the subject can’t feel the switched parts and he is not injured if the parts are harmed. Unfortunately, the switched parts look very peculiar on another person, so they might reduce the subject’s Appearance. They also give the subject the Unnatural Feature disadvantage. If the mage possesses the subject, either via the Soul Jar, Possession or Permanent Possession spell, he can make any part of his body manifest on the subject’s body, even if the possessing mage doesn’t have a body of his own! In combat, switched body parts can attack normally, assuming that the mage can see both his target and his body parts, and they are in a position to attack. Switched parts can also be attacked, using the standard hit location penalty to strike that hit location. If hit, they do normal damage to the mage and can be crippled normally. Unfortunately for the mage, switched body parts are not attached to the mage! While a body part such as an arm or leg is switched to another location, the mage suffers the effects of disadvantages such as One Arm or One Leg. For example, a mage uses the Switching spell to attach one of his ears to a wall, allowing him to eavesdrop on the occupants of a room. Regardless of how far away the mage is, he can hear what is said, just as if he were in the room. Unfortunately, one of the mage’s enemies spots the ear and decides to cut it off the wall! This attack does normal damage to the mage, and if his ear is destroyed, he will suffer all the normal effects, such as Hard of Hearing. When the mage wishes, or when the spell ends, the switched body part will fly back to the mage if that is possible. If not, it will stay where it is but will remain “dormant” until it can fly back to the mage. This spell can also be used on another living creature, but unwilling subjects get a roll vs. IQ to resist. Parts of inanimate objects can also be attached to living creatures, using the rules above. Finally, the spell can be used to switch parts of inanimate objects. This is the simplest and safest application of the spell. Essentially, the switched parts are magically “glued” to each other. Duration: 1 hour. Cost: 1 for a small object, 2 per lb. of material to be switched, half to maintain. Prerequisite: Magery 2, 5 Body Control and 5 Making and Breaking spells. Time to Cast: 3 seconds. Tongue-Tied Regular, resisted by IQ This spell stretches the subject’s tongue and then ties it in a knot. Unless the victim resists, they effectively have the Mute disadvantage and cannot eat properly. Duration: 1 hour. Cost: 3, 2 to maintain. Prerequisite: Choke Time to Cast: 3 seconds.

Communication and Empathy Spells
Address Regular This spell automatically addresses a letter or package to the exact location of the recipient. If the recipient moves before the missive can be delivered, the spell automatically updates the address. Note that if the proposed recipient does not wish to receive mail, this spell automatically fails, but the caster will know why. Duration: Permanent, until the missive is delivered. Cost: 1 for a single letter or package, 2 for up to 20 items, as long as they are all sent to the same

person. Prerequisite: Sense Life. Automatic Delivery Regular This spell automatically delivers a letter or small package (up to 1 lb.) to the recipient's location. If the package cannot get directly to the recipient because he is inside a building, the missive will be delivered to the recipient’s mailbox. If this isn’t possible, the missive will wedge itself under the door, down the chimney, etc. as necessary. Note that if the proposed recipient does not wish to receive mail, this spell automatically fails, but the caster will know why. This is also a Movement spell. Duration: Instantaneous. Cost: 2 for a single letter or small package, 4 for multiple items, as long as the total weight doesn’t exceed 1 lb. Time to Cast: 3 seconds. Prerequisite: Address, Summon Object. Regular, resisted by IQ This spell makes the subject speak incoherently for the duration of the spell. Though the subject believes that he is speaking normally, he is actually speaking gibberish, effectively giving him the Mute disadvantage. This is also a Sound spell. Duration: 1 minute. Cost: 4, 2 to maintain. Prerequisite: Magery, Noise, Suggestion. Magic Item: (a) Staff, Wand or Jewelry Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Always on. Can’t be removed. Energy Cost to Create: 250 points. Bestow Disadvantage Regular, resisted by Will This spell allows the mage to afflict the subject with a single mental disadvantage. Each disadvantage is a separate variant. Note that variants of the same disadvantage (such as different Phobias or different Codes of Honor, Compulsions or Delusion) are all separate spells unless they are very closely related. Note that disadvantages that are ongoing, such as Enemies or Addictions can’t be bestowed by means of this spell. Likewise, social or physical disadvantages can’t be bestowed. Common variants are given below. This is also a Mind Control spell. Bad Temper - Allows the mage to afflict the subject with Bad Temper or Berserk. Cost: 4 points for Bad Temper, 5 points for Berserk. Half to maintain. Gluttony Cost: 3, 2 to maintain. Lecherous Cost: 5, 3 to maintain. Compulsive Behavior Dueling Cost: 5, 3 to maintain. Compulsive Behavior Gambling Cost: 3-5, 2-3 to maintain. Compulsive Behavior Neat Freak Cost: 3, 2 to maintain. Compulsive Behavior Wanderlust Cost: 5, 3 to maintain. Code of Honor Chivalric Cost: 5, 3 to maintain. Compulsive Behavior Transvestitism Cost: 4, 2 to maintain. Compulsive Behavior Humming and Whistling Cost: 3, 2 to maintain. Honesty: Cost: 4, 2 to maintain. Intolerance Cost: 3 points for a -5 point (or less) Intolerance, 4 points for a -10 point Intolerance, Babble

and 5 points for a -15 point Intolerance. Half to maintain. Kleptomania Cost: 5, 3 to maintain Stubbornness Cost: 3, 2 to maintain. Slave Mentality Cost: 10, 5 to maintain. Duration: 1 minute. Cost: 2+ 1 point per 5 points of the disadvantage to be bestowed (minimum +1), half to maintain. Time to Cast: 5 seconds. Prerequisite: Magery 2, Foolishness, and 5 other Mind Control spells. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points per point of energy required to cast the spell. (b) Folded paper, when shown to the subject, bestows one form of insanity. Energy Cost to Create: 20 points per point of energy required to cast the spell. One use only. (c) Any item. When used, grasped, worn or handled by a subject, this spell is cast on him. Affects wearer only. Energy Cost to Create: 25 points per point of energy required to cast the spell. Change Style Regular, resisted by IQ This spell changes the style of a piece of writing as the caster sees fit. For example, a torrid romance could be changed so that it read like a quarterly report, or vice-versa. The basic quality of the writing isn’t changed, nor is the factual content altered. Only the style is changed. If the person who wrote the original text is present and unwilling, he may roll vs. IQ to resist the spell. Duration: Permanent. Cost: 2 per page. Time to Cast: 3 seconds. Prerequisite: Magery, Persuasion and the Literacy advantage. Change Text Regular This spell changes the style of handwriting or the font of a piece of text, as specified by the mage. Rolls to deliberately forge another person’s handwriting or to mimic the typeface used by a specific typewriter, etc. require the mage to make a successful roll vs. Forgery skill. Duration: Permanent. Cost: 2 per page of text. Diatribe Regular, resisted by HT This spell enchants a letter so that, when it is opened, it delivers its message as an angry 100 decibel shriek. Up to 5 minutes of invective can be enchanted into the letter. The person to whom the letter is addressed, as well as anyone within 1 hex of the victim must roll vs. HT or be mentally stunned by the amplified tongue-lashing. When the spell ends, the letter bursts into flames, doing 1 point of burn damage to the object in which it is held or on which it rests. If the victim does not open the letter within 30 seconds after receiving it, it will explode doing 1d-2 points of crushing and flame damage to anyone or anything in its hex. This is also a Sound spell. Duration: Permanent, effects are as described above once the letter is received. Cost: 4 points for 1 minute of speech, plus 1 per additional minute, up to 5 minutes. Time to Cast: 1 minute. Prerequisite: Address, Great Voice, Concussion, Create Fire. Magic Item: Howler. This looks like a large red letter. When it is opened, it delivers the user’s message before bursting into flame. If it is not opened within 30 seconds after it is received, it will explode, as described above. Energy Cost to Create: 10 points. Retrovision Regular This spell allows a willing subject “relive” a scene from the caster's own memory as if the subject were there as an invisible, silent, insubstantial observer when the action was happening. Approximately 10 minutes of “memory time” can be packed into one minute of actual time. To cast the spell, the mage must touch the subject. Duration: 1 minute. Cost: 3, 1 to maintain. Time to Cast: 10 seconds.

Prerequisite: Dream Projection. Magic Item: (a) Any item can be permanently enchanted with this spell for 20 times the normal cost. When the object is grasped, the person holding the item gets a pre-set “vision” of a particular memory chosen by the mage when the item was enchanted. (b) Book or other item. This item holds any memories that the mage wishes to place in it, up until the time when the book was enchanted. When someone opens the book and reads from it, or interacts with the item in some other way specified by the mage, the item will mentally communicate with the subject. Once the subject is “in rapport” with the item, he can access any memory the mage enchanted into the item. Energy Cost to Create: 500 points, plus 25 points per month of memories committed to the item. Reveal Text Regular, resisted by spell. This spell makes hidden, erased or obscure text visible. For example, this spell will make waterblurred, blacked-out, smudged or rubbed-out text obvious. Obscured text on fragile items (e.g., words on a fire-charred page) can be made visible with this spell, but it won’t make the material on which the text is written any more durable. This spell resists the Erase Text spell, but has no effect on other spells that obscure or encrypt text. Duration: 10 minutes. Cost: 1 for a small area of text, 2 per page, half to maintain. This spell can be made permanent for 5 times the normal cost. Time to Cast: 10 seconds. Prerequisite: Erase. Magic Item: Revealer. This item looks like a rubber eraser or other tool used to erase text, however, when rubbed over an area of hidden or erased text, it reveals the text as if the spell had been cast on the page. Energy Cost to Create: 150 points. Shorthand Regular This spell allows the mage to make short notes or scribbles that accurately convey either the mage’s thoughts and impressions or the spoken words of another person, as the mage wishes. As long as the mage has a pen in hand and a surface to write on, even the briefest squiggle of a pen will somehow “expand” into a whole sentence, or even a paragraph. This spell is useful for quickly taking notes, giving orders or committing complex flashes of insight to paper. While the spell doesn’t allow the mage to write any better, it does allow him to write more quickly and to instantly flesh out ideas. This is also a Sound spell. Duration: 1 minute. Cost: 3, 1 to maintain. Time to Cast: 3 seconds. Prerequisite: Scribe, Mind-Reading. Magic Item: Quick-Quotes Quill. This item looks like a fancy quill pen. When the user sucks on its tip, dips it in ink and places it on a piece of paper, it will automatically begin to write down either the mage’s thoughts or the word of a person to whom the mage is listening. The quill will write until it is commanded to stop or until it runs out of paper, whichever comes first. Energy Cost to Create: 350 points. Fairy Summoning Regular, resisted by IQ This spell summons a 1d fairies or similar small, semi-intelligent supernatural creatures. Any locally-available supernatural creature with an IQ of 8 or less can be summoned, limited only by the mage’s familiarity with the creature and the GM’s tolerance. If the spell is successfully cast, the mage will know the range to the nearest fairy of the desired type and the amount of time it will take for it to get to his location. The fairies will move toward the caster as fast as they can, until the spell ends or the fairies can see the caster. Once summoned, the fairies will stay nearby, without attacking until the spell ends. The summoned fairies will then have a +1 reaction to the caster (only). Note that if the creature is attacked by the caster or someone near the caster, the spell will be broken. In other respects, this spell is like the Beast Summoning spell. Duration: 1 minute. Cost: 3, 2 to maintain. To call every fairy (or small supernatural creature) in the area, double the cost of the spell. All fairies within a 10-mile radius (more for a very successful casting) will be drawn.

Prerequisite: Magery, Suggestion, Beast-Soother.

Elemental Air Spells
Bubbles Regular This spell allows the mage to create a numbers of bubbles in any color or degree of transparency he desires. At the mage's option, the bubbles can be heavier or lighter than air and they can move (or not move) as he wishes. For extra energy, they can be made permanent until they are destroyed by being poked with a pin or similar item. Duration: 1 hour Cost: 1 point per dozen bubbles, half to maintain. For double cost the bubbles can be made permanent. Prerequisite: Create Air Bubble Head Regular This spell creates a bubble of breathable air around the caster's head. For the duration of the spell, the subject can breathe normally and is immune to the effects of smoke, poison gas, water or vacuum on his eyes, nose and lungs. Duration: 1 hour. Cost: 3 points, 2 to maintain. Prerequisite: Shape Air Regular Rainbow Creates a rainbow. Caster must be outdoors in humid, overcast conditions during the day in order for this spell to work. However, the GM can allow the mage to use this spell in other places where there is sufficient light and humidity to allow a creditable rainbow to be formed, however the size of the rainbow will be greatly reduced. This is also a Light and Darkness spell. Duration: 10 minutes Cost: 2, 1 to maintain (3 points to make a double rainbow, 4 points to make a triple rainbow.) Prerequisite: Shape Air or Colors. Item: Staff, Wand, Jewelry or Prism. Energy Cost to Create: 250 points.

Elemental Earth Spells
Earth Trap Regular, resisted by DX When this spell is cast, the soil temporarily softens beneath the victim’s feet. Unless he can make a DX roll (modified for encumbrance) to jump out of the way, his feet will sink into the pit and the earth will harden around his feet, trapping him in place. The victim can attempt to escape each turn by rolling vs. ST5. If he gets assistance from other characters, they may combine their ST scores to help the subject break free. While trapped, the victim’s skill with any melee weapon or unarmed combat skill is at -2 and his Dodge score is cut in half. He is also treated as if he were 2’ shorter than normal when figuring bonuses or penalties for Fighting at Different Heights. Duration: Instantaneous. Effects are permanent until the subject escapes. Cost: 3 points. Time to Cast: 3 seconds. Prerequisite: Shape Earth. Magic Item: This spell can be made permanent on a hex for 10 times the normal cost. Anyone (or anyone of a particular class) specified by the mage who enters the hex triggers the spell. If a potential victim makes his resistance roll or breaks free, the spell “resets” itself until another victim wanders by.

Rolling Road Area, resisted by DX+4 When this spell is cast, a relatively smooth, area of earth or stone begins to “move” like a conveyor belt at a rate of 2 hexes per turn (Move 2). Anyone in the area when the spell is cast who is not braced or who is not expecting the spell must roll vs. DX+4 or fall. Anything in the affected area will begin to move in the direction specified by the mage when the spell is cast. When an object standing on the spell area reaches the edge of the affected area it will stop moving, though living creatures will notice that the ground continues to move under them. People attempting to step off the affected area in a different direction from the direction the earth is going must roll vs. DX+4 or fall in a hex adjacent to the spell area. Items firmly attached to the ground will seem to move along of their own volition until they reach the edge of the spell area. They will magically “pop-up” on the other side of the spell area and start the journey again. It is up to the GM to determine if these moving objects cause damage to people in or next to the spell area. This spell can also be cast on a staircase or ramp to create a magic “escalator.” Duration: 1 minute Base Cost: 2 to cast, half to maintain. Each doubling of cost doubles the speed of movement and gives -2 to the DX roll to avoid falling, up to a maximum of Move 10. An area can have this spell permanently cast on it for 50 times the base cost. Time to Cast: 3 seconds per hex of radius. Prerequisite: Magery, Shape Earth, Walk Through Earth Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Elemental Fire Spells
Catch Fire Regular This spell makes the subject’s hands and forearms immune to the effects of heat and flame. In addition, any flame or hot item the subject picks up won’t cool or go out, so he can transfer hot items from one location to another. Duration: 1 minute. Cost: 1 point to protect against “normal” flames, 2 points to protect against extremely hot or magical flames. Create Fire and Essential Fire The color of the flames is determined by the mage when the spell is cast. Fire Fist Regular 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! The mage can also use a limited version of this spell to produce a light. The limited version still makes the mage’s hands and forearms fireproof, but the mage produces just a small flame, either in the palm of his hand or at the end of one or more fingers. This flame is too small to do damage, but provides illumination equivalent to a candle. The mage can instantly extinguish the flames on any part of his hands or forearms. Duration: 10 seconds Base Cost: 3, 2 to maintain or 2, 1 to maintain for the weaker version. Prerequisite: Magery, Create Fire, Fireproof or Catch Fire.

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. 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. Shooting Stars Regular This spell creates a meteor-like streak of light high in the sky. The effect is harmless and looks just like a natural meteor entering the earth’s atmosphere. Since the shooting stars last for just a few moments and the effects of the spell are unlikely to be impressive in daylight or cloudy conditions, this spell mostly useful as a novelty. It isn’t much use for signaling unless the night is clear and dark and potential observers are watching the night closely. This is also a Light and Darkness spell. Duration: Instantaneous. Cost: 1 point per “star.” Can’t be maintained. Prerequisite: Create Fire or Create Light. 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. For extra energy, the mage can also produce thin smoke from the end of a wand, staff or other item, which he can control as described above. 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. Add +1 if the mage needs to create the smoke to be shaped. 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. Spark Jet Regular This spell is, essentially, a weak version of the Flame Jet spell. When the spell is cast, a stream of hot sparks two hexes long shoots from the caster’s hand. If the jet hits, it does 1 point of damage and might set incendiary material alight. Underwater, it produces a small jet of boiling water which does the same amount of damage. In other respects, this spell is identical to the Flame Jet spell and can be used as its prerequisite. Duration: 1 second. Cost: 1 point, same to maintain. Prerequisite: Create Fire. Regular This spell makes a shower or swirl of colored sparks shoot from the end of the mage’s finger or wand. This provides feeble illumination (less than the light produced by a candle), but is enough to signal the mage’s location in the darkness or to provide a flashy show in dim light. Sparks

The sparks follow the edges of the wizard’s wand or hand as it moves, producing the classic “sparkly wizard’s wand” effect. The mage can cancel the spell at any time. This is an extremely simple spell and similar results occasionally occur as a result of a failure with another spell. This is also a Light and Darkness and Illusion and Creation spell. Duration: 1 minute. Cost: 1 point, same to maintain.

Elemental Water Spells
Bubble Bath Regular This simple spell adds soap, bath oil and scent to water, creating soapy foam in the color, scent and texture of the mage’s choice. The foam will block vision and might hide objects in the water, but it is harmless; the created material will not harm aquatic life or damage machinery. This is also an Air spell. Duration: 1 hour. Cost: 1 for up to 10 gallons of water, 2 for up to 100 gallons, 3 per hex of water, half to maintain. Time to Cast: 1 second per point of energy. Prerequisite: Shape Water, Perfume. Magic Item: (a) This spell can be permanently cast on an area for 10 times the normal cost. (b) A water tap or similar item. Any water that passes through the tap has this spell cast on it. Energy Cost to Create: 10 points per 10 gallons of water that can be treated in a single “casting.” Cold Jet Regular This spell allows the mage to shoot an icy blast of air from the tip of his finger. The spell is identical to the Air Jet spell, but it also cools the area around the subject by 30 degrees F. This is also a Weather (Air) spell Duration: 1 second. Cost: 1 to 3; half the amount of damage (2 to 6 dice) done. The jet’s range in hexes is equal to the number of dice. Cost to maintain is the same. Prerequisite: Air Jet, Cool Cool Water Area This spell is similar to the Cool spell, but it affects the temperature of water and other liquids. This may cause fog to appear (see the Cool spell for details). See Immersion Shock under Environmental Hazards for the effects of immersion in cold water. This spell cannot lower the water temperature below the liquid’s freezing point. This is also a Weather spell. Duration: 1 hour. Cost: 1/5 to cast (Minimum radius 10 hexes); same to maintain. Each base cost application lowers the ambient temperature by 10 degrees F, same to maintain. Time to Cast: 1 minute per base cost application. Prerequisite: Cool, Shape Water. Regular This spell is a more dangerous version of the Snow Jet spell. When the spell is cast a frigid blast of sharp ice particles shoot from the caster’s finger, flaying the target’s skin while freezing him and knocking him back. Each turn, the caster rolls vs. DX-4 or Magic Jet to hit, and rolls for damage if he hits. The attack may be dodged or blocked, but not parried. Treat it as a hand weapon - an icy weapon without the weapon but it cannot parry! In addition, the freezing jet lowers the ambient temperature around the victim by 30 degrees F and knocks him back. Duration: 1 second. Cost: 1 to 3; equal to the amount of damage (1d-1 to 3d-3) done. Knockback is equal to the Ice Jet

amount of damage done. The jet’s range in hexes is equal to the number of dice. Cost to maintain is the same. Prerequisite: Snow Jet. Permanent Ice Regular or Area This spell creates an area of ice or snow that will not melt under normal circumstances. The only things that will melt the ice are magical fire or spells such as Destroy Water or Melt Ice The ice is normal in other respects and can be chipped away. If it is very smooth, it might have the same effects as the Ice Slick spell. To make existing objects resistant to melting, use the Prevent Melting spell (q.v.). Duration: Permanent. Base Cost: 3, 2 to maintain. Prerequisite: Create Ice, Prevent Melting. Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Prevent Melting Regular, resisted by IQ This spell keeps ice (or other frozen liquid) from melting, no matter what the surrounding temperature. If the mage wishes, the material will keep the same temperature that it had when the spell was cast. Otherwise, its temperature will rise (or fall) normally, to its normal melting point, though the liquid will never thaw. Clever mages will find other offensive uses for this spell. For any hostile use of this spell, the victim gets a roll vs. IQ to resist. Duration: 1 minute. Cost: 1 point for a small quantity of liquid up to 1 quart, 2 for up to a gallon of liquid, 4 per 100 lbs. of material or 10 gallons, half to maintain. For 10 times the base cost this spell can be made permanent. Prerequisite: Magery, Shape Water. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Container. Any liquid frozen inside the container will have this spell cast on it. Energy Cost to Create: 200 points per gallon of liquid. Repel Water Regular or Area This spell makes an item water-repellent. If it is dry when the spell is cast, it is impervious to water. If it is wet, water (or other liquid) will fly out of the item, possibly dampening other items in the same hex. If the mage wishes, he can specific a location where the expelled water will collect when the spell is cast. This spell cannot be used to expel the water from a living creature. It can, however, be used to draw water and other liquids from a corpse. While this spell is very similar to the Waterproof and Dehydrate spells, it does have its uses, especially if the mage wants to preserve the liquid expelled from an item. Duration: Permanent. Cost: 1 for a small object or area (up to 1’ square), or 2 per hex or per lb. of material, half to maintain. Time to Cast: 1 second per point of basic energy used to cast the spell. Prerequisite: Magery, Shape Water. Warm Water Area This spell is identical to the Cool Water spell, above, except that it warms water or other liquids. This might result in fog or mist depending on the circumstances. The spell cannot raise the temperature above about 120 degrees F, or the liquid’s boiling point, whichever is less. This is also a Weather spell. Duration: 1 hour. Cost: 1/5 to cast (Minimum radius 10 hexes); same to maintain. Each base cost application increases the ambient temperature by 10 degrees F, same to maintain. Time to Cast: 1 minute per base cost application. Prerequisite: Warm, Shape Water. Water Fire Area

This spell creates fire that will burn in water! In all other respects, this spell is exactly like the Create Fire spell, except that it can set fires underwater, and water (except for Essential Water) will not extinguish it! Creatures in water take normal damage from Water Fire and this spell will even damage waterbased creatures that are normally immune to fire damage. This is also a Fire spell. Duration: 1 minute. Cost: 4, same to maintain. Time to Cast: 3 seconds. Prerequisite: Magery 2, Create Fire, Shape Water. Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Waterproof Regular, resisted by IQ This spell makes objects waterproof. While this spell is in effect, objects are immune to the effects of being immersed in water or other liquid. Relatively fine-grained material such as cloth or wood is rendered completely impermeable to water, and water will not adhere to the surface of, or be absorbed by, any object treated with this spell. This spell does not make a relatively porous objects or objects with obvious holes in them impermeable to water. For example, a sieve with this spell on it would still let water through. A finely woven cloth would be impermeable unless it had a tear in it, then it would not be waterproof at the torn spot. This spell does not protect against the heat or cold damage caused by water-based spells, nor does it protect against the effects of boiling, freezing, strong bases or acids. Fire-based creatures that are vulnerable to water are not protected by this spell. If this spell is cast on metal objects, it will slow the effects of corrosion. If this spell is cast on a person, it gives them up to +4 HT rolls to cancel the penalties for wet clothing or wet conditions when making Survival rolls, or when resisting the effects of Cold. There is no bonus, however, if the character is completely immersed in water. If cast on a character’s clothing in warm weather, it makes his clothing one class warmer when calculating the effects of heat. For example, summer clothing would be treated as normal clothing when this spell is cast. Unwilling subjects resist this spell with IQ. This spell can’t be cast on a living creature. Duration: 1 hour. Cost: 1 point per 20 lbs. of material to be waterproofed, half (minimum 1) to maintain. If cast on a person, the cost is 2 points, 1 to maintain. Prerequisite: Destroy Water. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 150 points. (c) This spell can be made permanent on any object for 10 times the base cost.

Enchantment Spells
Temporary Password Regular This spell makes an object not work unless a password, set by the mage when the spell is cast, is uttered. Alternately, the subject must be of a class of person set by the mage or they must perform certain actions when they first touch the object. Magic item can be reprogrammed with different passwords set by the caster or by a person designated by the caster when the spell is cast. Duration: 1 hour. Cost: 5, same to maintain. Prerequisite: Password. Time to Cast: 5 seconds. Wand Enchantment This spell replaces the Staff spell in the Harry Potter universe.

The wand spell is identical to the staff spell in most respects, except that it can only be used to enchant a wand - piece of hollow, turned wood between 10 and 16 inches long fitted with a core of magical material. To make a proper wand, roll vs. Professional Skill (Wand Maker). When the wand spell is cast the wand is enchanted, but it is not attuned to the mage. Instead, it automatically “attunes” itself to a mage who best fits the properties of the materials used to make it, giving him a +2 bonus to spell skill. Other mages can use the wand normally, but they do not get the bonus. A roll vs. the better of the maker’s Professional Skill (Wand Maker) or Thaumaturgy skill will let him guess which materials are likely to suit a particular wizard. The roll is at a -1 to -10 penalty for extremely unusual cases mages with strange Unusual Backgrounds, strong Destinies, Divination Talent, high levels of Magery and/or odd combinations of advantages and disadvantages. The wand itself works like a staff, in that it acts as an extension of the mage’s hand, giving him a reach of C, 1. It is too light to be an effective combat weapon, however. It has no effective attack, but can be used as a Cheap Baton when parrying. Given that the wand has PD1, DR1, and break if it takes more than 2 points of damage; it is not likely to survive such abuse. Wands can also be damaged or destroyed by falls, crushing attacks and other abuse. For more information on the effects of a damaged wand, see the wands section. Cost: 30 points. Prerequisite: Enchantment.

Food Spells
Bottomless Cup Regular When this spell is cast on a cup full of drink or a plate of food, more food or drink of that same type appears when the container is almost empty until the subject has eaten or drunk his fill. The food or drink created is no better than what was originally there, but it is available in seemingly endless amounts. However, in order for the spell to work, there must be some food or drink in the container when the spell is cast. Duration: 2 hours. Cost: 3, 2 to maintain. Double the cost for each additional person. Prerequisite: Create Food Item: A plate or cup. Energy Cost to Create: 150 points. Improved Create Food Regular This spell allows the mage to create food out of thin air, as long as he has a tiny amount of at least one of the ingredients of the recipe or a bit of food of roughly the same type. The food created can be of any recipe that the mage is familiar with which could be made from a sufficient quantity of at least one of the ingredients present. For example, a few grains of rice and a bit of dry leather thrown into a pot would turn into a tasty beef stew over rice or a beef and rice soup! Food created with this spell is wholesome and ordinary in every way, but the quality of the food is limited by the mage’s skill with the Cook spell or his Cooking skill. Duration: Permanent Cost: 3 per meal created. Time to Cast: 10 seconds Prerequisites: Create Food, Bottomless Cup, Cook Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Cooking utensil (such as a spoon or ladle) or large rock. When placed in a pot of water, ingredients placed in the pot transform themselves into an appropriate and tasty dish sufficient to feed each person who contributed ingredients. Energy cost to Create: 350 points. (c) Cooking pot. When ingredients are placed in this item, they turn themselves into a tasty dish, as above. Energy Cost to Create: 350 points. Pepper Breath Regular, resisted by HT This spell is similar to Spice Jet spell, but it allows the mage to breathe a thick cloud of powered hot pepper (either black or chili pepper) from his mouth. Each turn, the caster rolls versus DX-2 or Magic Breath skill to hit. This counts as an attack; it may

be Dodged or Blocked, but not Parried. If the spell strikes, it causes no injury, but will temporarily blind the target unless he makes an HT roll. If the HT roll is failed, each energy point in the spell blinds the target for 1 minute and is at -4 to DX, IQ and ST due to pain, sneezing and choking. After the target can see again, he will be at -3 DX for watery eyes for a further 1d minutes. If the victim flushes his eyes with at least a gallon of water, he gets a second roll vs. HT+2 to recover from the blindness and pain, although he will still suffer from watery eyes if he recovers. On a successful HT roll, the victim covers his eyes, nose and mouth for one second and therefore is at -3 DX for one turn. On a critical success, the victim is unaffected. Duration: 1 second. Cost: 3 to 9 points. The jet's range in hexes is equal to one third of the energy put into it. Cost to maintain is the same. Prerequisites: Spice Jet (See New Magical Opportunities at Illuminati University, Pyramid 32) Prepare Food Regular Allows ingredients to be prepared for cooking or inclusion in a recipe. For example, this spell allows grain to be malted for brewing, cherries to be pitted, shrimp to be shelled, vegetables to be peeled, or cream to be whipped into whipped cream. Note that the quality of the final product depends on the mage’s skill (e.g., Cooking for preparing vegetables or whipped cream, or Brewing for malting grain for beer). Duration: Permanent. Base Cost: 1 per 5 lbs. of food (minimum 1). Double cost for time consuming or complex operations. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Cutting Board, Mixing Bowl, or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 100 to create. Random Flavor Regular This spell randomly changes the flavor of a bit of food to something else. Although the new flavors tend to be food flavors, they might not be particularly tasty. In extremely cases, the flavor will be incredibly foul. The GM should roll 3d, the higher the roll, the worse the flavor. Rolls of 17-18 produce extremely nasty flavors, such as vomit, earwax, motor oil or bile. Rolls of 15-16 produce unpopular food flavors such as liver, spinach or tripe. Rolls of 3-4 produce remarkably delicious, unexpected flavors. Individual bits of food (such as kernels of corn or pieces of candy) each take on their own flavor. Solid masses of food have a consistent flavor. The wholesomeness of the food is not changed by this spell. Poisoned or contaminated food remains dangerous even if it tastes delicious, fresh, wholesome food is still edible even if it tastes foul. Duration: Permanent. Cost: 1 per lb. of food. Prerequisite: Flavor.

Gate Spells
Avoid Collision Regular This spell makes space bend around a vehicle so that it avoids collisions with other vehicles or objects. From the point of view of the vehicle occupants, it appears that objects “jump” out of the way to avoid the vehicle. As a side effect, this spell also makes it harder to collide with a vehicle in combat and it makes it much easier to get through heavy traffic. In combat, someone attempting to strike the protected vehicle with another vehicle or with a hand weapon must win a Contest of his weapon or vehicle skill vs. the caster’s spell skill to successfully aim his blow. If the attacker loses the contest, he misses automatically. Ranged weapons are not affected. In “ordinary” collisions, if the vehicle automatically avoids the collision. In heavy traffic, this spell allows the driver to swerve into “gaps” that are too narrow to accommodate the vehicle without magic. This gives +4 to Area Knowledge and/or Driving skill to avoid or

get through roadblocks or heavy traffic. Duration: 10 minutes. Cost: 1 per 100 lbs. of vehicle (minimum 1), half to maintain. Prerequisite: Magery 2, Teleport Time to Cast: 1 second per basic point of energy. Magic Item: This spell can be permanently cast on a vehicle for 50 times the basic cost. Change Path Regular This spell can only be cast on a relatively well-defined thoroughfare, such as a road, trail, corridor or staircase. When the conditions specified by the mage when the spell is cast are met, the trail changes its course, taking anyone who walks along it to a location specified by the mage. For example, a staircase might lead to a different location on a certain day of the week, or it might lead people of a set type in one direction while leading other people in another. The new location and the new course of the trail cannot be more than twice the distance or less than half the distance of the trail to its original location. For example, a mage enchants a 30’ long staircase that normally leads to a room on the second floor of a castle. He could “shrink” the staircase so that it was effectively only 15’ long (perhaps so that it opened onto a hidden room, or left a 15’ “gap” between it and the second floor), he could “twist” the staircase so that it retained its normal length but ended in a blank wall, or he could “stretch” the staircase up to 60’ (perhaps so that it exited onto the third floor or formed a spiral on its way to the second floor), but he couldn’t make the staircase vanish entirely or stretch 150’ to the roof! In any case, the basic grade of the pathway, its width and its condition can’t be changed by this spell, only its length and course. Duration: 1 hour. Cost: 3 per hex affected, half to maintain. Time to Cast: 10 seconds. Prerequisite: Create Space. Magic Item: This spell can be made permanent on an area for 10 times the base cost. Create Space Regular This spell creates an open area by magically warping space. Existing objects aren’t damaged; they’re just somehow moved to make an open area. Note that this spell can’t be used to create space where no space exists, but it can be used to make existing spaces larger, as long as the existing gap is at least 1 inch wide. For example, this spell won’t work against a well-made wall, but the mage could use the spell to enlarge an existing gap, such as a gaping crack, or an arrow loop. At the end of the spell, the created space vanishes. Anything (or anyone) in the space is “squeezed out” into the nearest available open space. If there is no available adjacent space, non-living objects vanish. Living creatures take 3d damage and are teleported to the nearest open space. If more than one location is possible, the GM should roll randomly to see which way the subject goes. Duration: 1 minute. Cost: 4 per hex of space to be created, half to maintain. Prerequisite: Create Gate or Hideaway. Time to Cast: 10 seconds. Item: (a) This spell can be cast permanently on an area for 10 times the normal cost. (b) Staff, Wand, or Jewelry. Energy Cost to Create: 750 points. Concealing Mirror Regular This spell hides an object “inside” a mirror or other reflective two-dimensional surface. The hidden item can only be retrieved when an identical (or nearly identical) item is reflected in the mirror. Then it appears on the body of the person who triggered the spell. Duration: Permanent, until the object is retrieved. Cost: 5 points per pound of material to be hidden. Time to Cast: 1 minute. Prerequisite: Magery 3, Hideaway, Interactive Picture. Create Dimension Area

This spell allows the mage to create an “alternate dimension” that is slightly “out of phase” with the material world. In most respects, the newly created “dimension” is like the physical world, unless the mage deliberately changes the ambient pressure, temperature, gravity, atmosphere, etc. using magic. Depending on the mage’s whim, the new dimension can either be a pale gray dimly glowing empty space or it can mimic the appearance of the “same” area in the material world. In either case, occupants of the dimension can’t see the material world without using magic or special powers and occupants of the material world can’t “look into” the dimension without using similar powers. When the spell is cast, the mage determines how the dimension is to be accessed from the material world and who (if anyone) can see and/or access the dimension. Typically, the selected people will see a door or other opening that others cannot. At the end of the spell, the created space vanishes. Anything (or anyone) in the space is “squeezed out” into the nearest available open space in the material world. Unlike the Create Space spell, this spell does not warp space to create the new dimension, so objects can’t be damaged or lost when they are “phased” back into the material world. If this spell is made permanent, the mage can make the new dimension much more elaborate, casting spells and/or building structures to create his own unique “world.” In some cases, teams of mages have labored to create beautiful (or horrifying) “pocket dimensions” with indigenous inhabitants, flora and fauna. Multiple castings of the permanent version of this spell can be joined together to make the dimension larger. Old dimensions, built up over years by teams of mages can be miles wide with multiple carefullydisguised entrances and exits Duration: 1 minute. Cost: 5 per hex of space to be created, half to maintain. Prerequisite: Create Space. Time to Cast: 10 seconds. Item: (a) This spell can be cast permanently on an area for 10 times the normal cost. (b) Staff, Wand, or Jewelry. Energy Cost to Create: 750 points. Dimensional Picture Regular This spell creates a “picture dimension” inside the frame of a photograph, drawing or painting. To observers in front of the picture, the picture appears to be two dimensional, but objects in the picture appear to move. “Inside” the picture, however, there is actually an entire 3-dimensional “pocket dimension” that mimics the terrain, weather, etc. seen from the “front” of the picture. Inside the picture, objects can move as they would in the real world and living creatures behave as they would “normally;” tigers stalk and roar, sheep bleat and graze and people carry on as they normally would - talking, fighting, carousing just like normal people. Since the “world” is much larger than the frame, to an outside observer, it seems that moving objects in the picture “disappear” into areas outside of the frame or vanish over the picture’s “horizon.” Note that living creatures cannot enter the world of the Dimensional Picture, nor can creatures in the picture look out or escape. Duration: 1 hour. Cost: 5 points per square foot of picture to be affected. The entire picture must be affected for the spell to work, half to maintain. Prerequisite: Hideaway, Complex Illusion. Time to Cast: 10 seconds. Item: (a) This spell can be cast permanently on a picture for 10 times the normal cost. (b) Staff, Wand, or Jewelry. Energy Cost to Create: 750 points. Interactive Picture Regular, resisted by Will When this spell is cast, the subject can “enter” a picture previously enchanted with the Dimensional Picture spell, and interact with the world in the painting. Unwilling subjects will be “sucked in” once they look at the enchanted picture from a range of 3 hexes or less unless they can make a Will roll to resist. To viewers outside the picture, it looks as if the subject has become part of the scene and is just another character. To the subject of this spell, it appears as if they have suddenly been thrust into a strange, possibly surreal world wearing (or carrying) only the possessions that they had on them before the spell was cast. It is up to the GM to determine what happens to a person affected by this spell. He could treat it as

an adventure where the subject gets to meet fictional heroes or he could just rule that the character is quickly killed. In any event, the “world” that the subject is placed in is ruled by the “reality” of the picture into which they are transported. A character in a “realistic” game might operate by “cinematic” rules if he is transported to the “world” of a Hollywood action film. A superhero would be terribly out of place if he was transported to a “world” where supers didn’t (or couldn’t) exist. Any character would be out of place in a cartoon! Although this spell can be used to allow characters to “visit” worlds that only exist in the media, it is also a potent way of disposing of enemies. Anyone who is faced with the prospect of being transported into a particularly horrifying or bleak “world” might have to make Fright Checks. Unwilling subjects resist with Will. When the spell ends, the subject “pops back” into reality in front of the television set or monitor. Physical and psychological damage inflicted in the “TV world” is real and must be healed normally. Duration: 1 minute (real time), time for the subject is subjective. Cost: 6, 3 to maintain. Time to cast: 1 minute. Prerequisites: Create Gate, Dimensional Picture. Item: This spell can be made permanent on a picture previously enchanted with the Dimensional Picture spell for 150 points. Shared Picture Regular This spell allows the figures and objects in two or more Dimensional Pictures to interact with each other, moving between the various “linked” pictures as they see fit. Characters from different pictures can visit each other and interact with the backgrounds and landscapes of the shared pictures. Travel from picture to picture is possible using any type locomotion available to the subject, but at the normal rates of speed. Subjects must also follow normal routes of travel to get between the pictures. For example, Sir Cadogan, who inhabits the picture on the 7th floor of the north tower, wishes to visit Professor Dippet, who inhabits the picture on the 4th floor in the center of the castle. To do so, Sir Cadogan would have to travel “down” three flights of stairs and then “walk” to the room that contained Professor Dippet’s picture. To observers, it would appear that Sir Cadogan vanished from his “home” picture and “reappeared” at a later time in Professor Dippet’s picture. If multiple pictures along the way were hooked into the same “universe” of shared pictures, observers would see Sir Cadogan moving from picture to picture along his route. When this spell ends, characters from shared pictures are returned to their own pictures. Duration: 1 hour. Cost: 6, 3 to maintain. Time to cast: 1 minute. Prerequisites: Dimensional Picture, Speaking Picture. Item: This spell can be made permanent on a picture previously enchanted with the Dimensional Picture spell for 150 points. Speaking Picture Regular This spell allows figures in a painting previously enchanted with the Dimensional Picture spell to interact with the world outside their picture’s frame. They can see the world outside their frame as if they were looking through a window and can see, hear and communicate with observers as if they were alive. Intelligent creatures can carry on conversations with observers if they are so inclined. If the picture is portrait of a person painted from life, the painting’s voice, mannerisms and personality will mimic those of the real person, and the picture will “know” what the real person knew at the time the picture was made. Of course, the figure’s willingness to divulge secret or personal information is entirely based on the real person’s personality! Fictional subjects will have their own personalities, skills and knowledge, either determined by the artist when he creates the painting, or created by the mage when the spell is cast. This is also an Illusion and Creation spell. Duration: 1 hour. Cost: 10, 5 to maintain. Time to cast: 1 minute. Prerequisites: Personality, Initiative, Complex Illusion, Moving Picture Item: This spell can be made permanent on a picture previously enchanted with the Dimensional

Picture spell for 500 points.

Healing Spells
Bandage Regular This spell will clean, suture, and bind a wound. It gives +1 to Surgery skill and can substitute for a First Aid roll to bandage a wound or splint a broken limb. The patient gets +4 to HT to avoid infection or other complications from the wound if this spell is used. Duration: Permanent. Cost: 1 point Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points. Cure Disease Prerequisite is now 5 Healing spells. Dentistry Regular This spell allows the mage to perform any dental work. He can use this spell to painlessly clean, remove, repair, improve or straighten teeth. This spell can also shrink teeth enlarged by the Grow Teeth spell. This is also a Body Control spell. Duration: Permanent. Cost: 1 for routine care (such as cleaning), 2 to repair a tooth (either to fill a cavity or fix a chipped tooth), 3 points per tooth to remove, replace or straighten teeth. Time to Cast: 1 minute. Prerequisite: Minor Healing. Item: Staff, Wand, Jewelry or Dental Tool. Energy Cost to Create: 250 points. Heal Bones Regular This spell magically sets and mends broken or damaged bones. When the spell is cast on a limb, hand or foot, that has suffered crushing or cutting damage, the subject gains just enough hit points to cancel crippling injury to the limb. If the spell is cast on the subject’s head or body, he regains 1d hit points to heal injuries that involve broken bones (generally crushing or cutting damage only). This spell can be used before the Minor Healing, Major or Critical Healing spells, but can’t be used afterwards. It can be used multiple times on the same subject, but only once per broken bone (or group of bones) - repeated attempts to heal the same injury are not allowed. Duration: Permanent. Cost: 1 for a single small bone (such as a finger), 2 to mend larger bones or broken limbs, 4 to mend multiple, badly broken bones. Time to Cast: 3 seconds. Prerequisite: Minor Healing, Splint Bone. Prosthesis Enchantment This spell allows the caster to produce an artificial limb with all the flexibility of a normal limb that can then be grafted to the subject's body. The resulting limb can be as realistic or artificial looking as the mage wishes and might even be an improvement over the natural limb. The only requirement is that the prosthesis be roughly the same size and shape as the original limb. The prosthesis spell grants the limb the flexibility and dexterity of a normal limb and makes it fit perfectly to the stump. After the limb has been made, but before it has been fitted, the mage can enchant the prosthesis with other spell. If the limb is to be enchanted so that it is more effective than the subject's original limb, then the mage must use spells such as Might or Dexterity to enchant it. Finally, once the limb has been fully enchanted, the mage joins the prosthesis to its owner's body. Except for the initial design session with the person who is to wear the prosthesis, this is the only part of the

enchantment where the subject need be present. In this phase, the mage casts a permanent version of the Attachment spell that permanently grafts the artificial limb to the owner's body. This spell can only be used to replace missing limbs or digits. It can't be used to graft new, artificial limbs to the subject's body. See also the Heal Implants (Tech Magic) spell. Also, see the Go-Limb and Golem Limb spells for other variants on this concept. This is also a Body Control spell. Cost: 200 points, 5 points to attach the limb. Prerequisite: Magery, Animate Object (Making and Breaking), Might, Dexterity, Attachment (Body Control) and Remote Control (Movement). Regrow Bones Regular This spell regrows bones that are missing, either due to severe injury or spells such as Boneless. The time it takes to regrow the subject’s bones depends on the number of bones that are missing. Unfortunately the regrowth process is somewhat painful; the subject is at -1 to ST, DX and IQ for the duration of the spell as his bones regrow. Mundane or magical painkillers can be used to negate this effect. Duration: 1 hour per missing bone (or group of small bones), to a maximum of 8 hours. Cost: 2 for a single small bone (or group of small bones) such as a finger, 3 to mend a group of bones, such as a hand, 4 to mend all the bones in a limb, or to regrow a skull, pelvis or spine, 6 to regrow all the victim’s bones. Time to Cast: 10 seconds. Prerequisite: Mend Bones.

Illusion and Creation Spells
Anthropomorph (VH) Regular Not only does this spell animate an inanimate object, it also gives it the ability to see, hear, and speak, and invests it with a degree of intelligence and a “personality” determined by the caster or the GM. If the original object was not flexible, this spell gives it a degree of flexibility or small structures that allow it to move. "Limbs" created are based on the shape of the item. For example, a rock could roll itself along or scuttle along on pseudopods. A teapot could walk along on its legs and use its spout as a "trunk". The object has a personality appropriate to its original nature, but never a truly malevolent one unless the object was habitually used for evil purposes. The GM should use his imagination to come up with amusing personalities for animated objects. Most objects will have an IQ of 8, but especially old or impressive items and items associated with scholarly pursuits might have higher IQ's. ST is based on the object's HP and mass. HT is based on the object's original HP, for very large or small items, the GM should assign split HT scores for HT and HP. DX ranges from 8 (for clumsy items) to 12 (for extremely mobile items like stools). An intelligent being that has somehow been transformed into an objector whose soul is trapped in an object can act, speak, see, hear, and move by means of this spell. If that is the case, the object they are bound into takes on their personality. Animated items cannot learn new skills, but they can carry on reasonable conversations in the language they "heard" most often (with or without outrageous accents). They might talk about things they have "heard" or "seen" but most items will be loyal to their owner unless they have been badly used or have naturally disloyal or mean personalities. Items strongly associated with one particular craft will have the appropriate skill at level 12. Animated items are not servants of the mage who animated them. Further spells must be used to command items to service or to extract information from them. Eccentric wizards often use this spell as an enchantment to create sentient companions or guards for their dwellings. Duration: 1 minute. Cost: 4, plus 1 point per pound of material, half to maintain. Can be made permanent for 4,000 points plus 100 points per pound of material. Time to Cast: 10 seconds. Prerequisite: Magery 2, 10 Creation spells. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry. When attached to

an object, the magic item casts this spell on the object and the object remains animated as long as the jewelry remains attached. Energy Cost to Create: 350 points. Complex Transmutation (VH) Regular This spell is nearly identical to the Great Shapeshifting spell, except that it will not work on living creatures. The mage can turn any item into any other item, limited only to materials with which the mage is familiar. However, like the Create Material spell, the cost to perform the transmutation is based on the change in mass and the complexity, expense and rarity of the new object. If the mage wishes to create a processed item, the GM should have the mage make a roll vs. the appropriate Craft, Professional or Scientific skill to properly formulate the material to be created. For example, in order to make glue, the GM might require the mage to make a roll vs. Woodworking or Chemistry skill. Cost to cast and the amount of material created depends on the inherent rarity and value of the material being created. Each "step" up a given scale doubles the base cost of the spell (so two steps would quadruple the cost, three steps would multiply it by 8, etc.). Each step down the scale halves the cost. The baseline for a given scale is the second entry on each scale, e.g. Common, Bulk, Semi-processed. Round point costs up to the nearest tenth of a point, with a minimum of 1 point. Rarity: Extremely Common (Dirt), Common (Iron Ore, Timber), Uncommon/Valuable (Iron, Fine Hardwoods), Rare (Ebony, Crystal), Very Rare (Gunpowder, specialized plastics in a modern setting), Extremely Rare (e.g., crystal, garnet, jade), Incredibly Rare (e.g., gold, silver, diamond). Local Value: Worthless, Bulk Commodity (pennies a ton), Commodity (pennies a pound), Valuable (dollars a pound), Semi-precious (dollars an ounce), Precious (hundreds of dollars an ounce). Processing: Raw (ore, raw timber), Semi-processed (crushed ore, dressed timber), Processed (refined ore, rough boards), Highly Processed (ingots of metal, planed boards), Finished (furniture, most household goods), Highly Complex (computers, guns). Increase or decrease the final cost of the spell by a number of steps equal to the difference in rarity, value and processing between the object to be transmuted and the final form, to a minimum base cost of 1/10 (minimum 1 point per lb.). Then give -1 to effective skill for every 10% difference in mass between the original form and the final form. In addition, there is a -1 penalty to skill between the effective TL of the original item and the finished item if the final item is of a higher tech level than the raw material. The exception is when the mage is turning a transmuted item back into its original form. Then he uses based cost of 1 point per lb. Example: A mage wishes to turn a 5 lb. rock into an early TL8 laptop computer. Rarity: A rock is Extremely common, a computer is Extremely Rare for 5 steps of increase. Local Value: The rock is worthless, the computer is Highly Complex, for 6 steps of increase. Processing: The rock is raw, the computer is highly complex, for another 6 steps. The final cost is 1/10 x 5 x 6 x 6 = 18 per lb. The final cost to convert a rock into a computer would be 90 points. In addition, the mage is at -8 to skill to turn a TL0 rock into a TL8 computer, plus -1 per pound of difference between the rock and the desired final weight of the laptop. Finally, the mage would have to make a successful roll vs. Electronics (Computers) skill to get the computer to work correctly. Example 2: A mage wishes to turn a TL8, 5 lb. laptop computer into a rock. There are no modifiers for Rarity, Local Value or Processing because the mage is turning a more complex, rarer, more valuable item into a less valuable one. Likewise, there are no penalties to skill because the mage is turning a higher TL item into a lower TL one. There are no penalties for change in mass because the rock will have the same weight as the former computer. Final adjusted cost is 1/10 per lb. x 5 or .5. Since the minimum cost to cast the spell is 1 per lb., the mage uses that cost instead for a final cost of 5 points. If the mage later changed his mind and wanted to convert the rock back into a laptop, he would pay the base cost of 5 points, rather than having to spend 90 points, as he would if he were creating a laptop computer “from scratch.” Duration: Permanent. Cost: 1/10 per lb. of material, as modified above, with a minimum of 1 point per lb. Time to Cast: 1 minute. Prerequisite: Magery 3, Transmutation. Create Bindings Missile; resisted by ST This spell binds the target in magically created coils of rope. Unless the victim can roll vs. ST to

break free, they are helpless for the duration of the spell. The missile has SS 12, Acc +2, 1/2d n/a and Max 100. It is targeted using DX-4 or the Spell Throwing skill. The ropes have PD2, DR3, and HP6 and can be cut normally. Duration: Instantaneous (effects last for 1 minute). Cost: 4, 2 to maintain the effects. Each doubling of cost gives -5 to ST to break the bonds. Time to Cast: 3 seconds. Prerequisite: Enchanted Rope. Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage. Create Manacles Regular, resisted by DX This spell creates any sort of manacle or body restraint with which the mage is familiar, from old fashioned manacles or leg irons to modern handcuffs or straightjackets. The mage can either make the restraints appear in his hand and apply them normally, or he can attempt to magically place them on the subject’s body. In the latter case, the subject gets a roll vs. DX to resist. While the details of different types of manacles vary (see GURPS Cops for details of modern handcuffs and leg irons), they generally have PD3, DR 4-6, and 5-15 HP. While restrained, the subject is at -2 to -4 to DX and DX-based skills and has either his Move or Manual Dexterity limited to some extent. To break out of restraints using brute force, the subject must first make a Will roll, at +4 if he has the High Pain Threshold advantage or -2 if he has Low Pain Threshold. He must then win a Contest of his ST vs. the HP of the restraints, with +1 to his effective ST per point of damage he is willing to accept to the restrained part of his body (i.e., arms for handcuffs, legs for leg irons). On a failed roll, the subject loses 1 fatigue and takes 1d-2 crushing damage to the affected body part. On a successful roll, the subject breaks free but takes crushing damage as described above. Only on a critical success will the subject avoid taking damage. Alternately, the subject can attempt an Escape roll to escape from restraints using skill. In any case, the mage who cast the spell can release his subject at any time. Duration: 10 minutes. Cost: 3 for handcuffs, manacles or leg irons, 4 for belly-bands or a straightjacket. Time to Cast: 3 seconds. Prerequisite: Ball and Chain or Enchanted Rope. Magic Item: This spell can be made permanent for three times the normal cost. Create Material/TL (VH) Regular This spell allows the mage to create raw or semi-processed material of a single type with which he is personally familiar. The material must be an element or a relatively homogeneous material that can be described in a simple phrase (e.g. "iron ingots", "two by four pine boards", “wood glue” or “Portland cement”). If the mage wishes to create a processed item, the GM should have the mage make a roll vs. the appropriate Craft, Professional or Scientific skill to properly formulate the material to be created. For example, in order to make glue, the GM might require the mage to make a roll vs. Woodworking or Chemistry skill. Cost to cast and the amount of material created depends on the inherent rarity and value of the material being created. Each "step" up a given scale doubles the base cost of the spell (so two steps would quadruple the cost, three steps would multiply it by 8, etc.). Each step down the scale halves the cost. The baseline for a given scale is the second entry on each scale, e.g. Common, Bulk, Semi-processed. Round point costs up to the nearest tenth of a point, with a minimum of 1 point. Precious and Semi-precious materials can't be created. Rarity: Extremely Common (Dirt), Common (Iron Ore, Timber), Uncommon/Valuable (Iron, Fine Hardwoods), Rare (Ebony, Crystal), Very Rare (Gunpowder, specialized plastics in a modern setting) Local Value: Worthless, Bulk Commodity (pennies a ton), Commodity (pennies a pound), Valuable (dollars a pound). Precious and Semi-precious materials can't be created. Processing: Raw (ore, raw timber), Semi-processed (crushed ore, dressed timber), Processed (refined ore, rough boards), Highly Processed (ingots of metal, planed boards). Examples: Dressed timber for a palisade: Rarity: Common (in most areas), Local Value: Bulk, Processing: Semi. No steps up, modifier: x1, Energy cost per lb. = .1 point. Lead shot for a sling: Rarity: Uncommon, Value: Commodity, Processing: High. Four steps up, Modifier: x8, Energy cost per lb.: .8 points.

Black Powder: Rarity: Very Rare, Value: Valuable. Processing: High. Seven steps up, Modifier: x 128, Energy cost per lb.: 12.8. In this example, the mage would have to be familiar with gunpowder and he must make a skill roll vs. Chemistry, Alchemy, and/or Demolitions skill to properly formulate the powder. Duration: Permanent. Cost: 1/10 per lb. of material, as modified above. Time to Cast: 1 minute. Prerequisite: Magery 2, Create Object. Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. Create Monster Regular When the mage casts this spell, he can summon a specific sort of non-human creature (anything from a flobberworm, to a troll, to a dragon) that will do his bidding. In other respects, this spell is like the Create Warrior spell. Each different monster is a different variant of this spell that must be learned separately. It is up to the GM to decide which variants of this spell he will allow in his campaign. It is also up to the GM to set the energy cost to cast a particular spell variant. As a rule of thumb, all Create Monster spells have a base cost of 2, plus 1 point for every 25 points of skills, attributes and advantage that are useful in combat. Duration: 1 minute. Cost: 2 points, plus 1 point for every 25 points of combat skills, attributes and advantages, same to maintain. Time to Cast: 1 second per every 3 points of base cost. Prerequisite: Magery, Create Warrior. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 times the cost of the spell. (b) Statuette or Jewelry. When a command word is spoken, it turns into a set type monster. Energy Cost to Create: 50 times the cost of the spell. Disillusionment Regular or Area, resisted by IQ+Magery. This spell disguises an obviously magical object or creature so that it appears to be some normal item. The exact appearance of the object or creature depends on the context in which it appears and is changeable. For example, a griffin could be disguised on the ground so that it looked like a car or a horse or disguised as an airplane if it were flying, the exact appearance is up to mage, with the GM’s approval. Only people who are expecting something out of the ordinary or who have magical ability get a roll to resist this spell, otherwise, people pass it by without a second glance. This is also a Communication and Empathy spell. Duration: 1 day. Cost: 1 for a small object or creature, 2 for a larger object or creature up to 50 lbs., 3 per hex of creature or object, same to maintain. This spell can be cast as an area spell on an stationary object. In this case, the Base Cost is 1, same to maintain. Time to Cast: 10 seconds. Prerequisite: Inconspicuous or Avoid and Simple Illusion. Magic Item: This spell can be permanently cast on an area or object (but not a creature) for 10 times the normal base cost. Enchanted Chain Regular; resisted by DX This spell is identical to the Enchanted Rope spell, but it creates a magic chain instead. The chain is a Fine quality weapon with the Dancing Weapon (Movement) spells cast on it. Whip skill is used to aim the chain in combat. If the chain hits it does no damage, but will attempt to Entangle the victim, starting with the body location it hit. Treat the attempt to entangle as a contest between the victim's DX and the chain's Entangling skill of 12. If the chain tangles its initial hit location, it will then magically start to bind the victim. Treat this as another contest of DX (or Escape skill) vs. Entangle, with a -2 cumulative modifier to the victim’s roll for each contest the chain wins. This penalty applies not only to contests of skill, but the victim's Move, Active Defenses, and DXbased skills. When the victim's DX penalty exceeds his DX, he is bound fast. Only if the victim rolls a critical success or wins three consecutive contests of skill does he shake off the chain. While fighting the chain, the victim can do nothing else. If the victim or an ally attempts to cut or

attack the chain, the chain has PD 3, DR 6, HP 25, and is at -4 to target. In addition, the chain has a Dodge of 7 (including PD). Duration: 1 minute. Cost: 4, 3 to maintain. Time to Cast: 3 seconds. Prerequisite: Enchanted Rope Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Magic Chain. Energy Cost to Create: 500 points. Enchanted Rope Regular; resisted by DX This spell creates a magic rope that automatically attempts to entangle and bind any person it strikes. The rope is a Fine quality weapon with the Dancing Weapon (Movement) spells cast on it. Whip skill is used to aim the rope in combat. If the rope hits it does no damage, but will attempt to Entangle the victim, starting with the body location it hit. Treat the attempt to entangle as a contest between the victim's DX and the rope's Entangling skill of 12. If the rope tangles its initial hit location, it will then magically start to bind the victim. Treat this as another contest of DX (or Escape skill) vs. Entangle, with a -1 cumulative modifier to the victim’s roll for each contest the rope wins. This penalty applies not only to contests of skill, but the victim's Move, Active Defenses, and DXbased skills. When the victim's DX penalty exceeds his DX, he is bound fast. Only if the victim rolls a critical success or wins three consecutive contests of skill does he shake off the rope. While fighting the rope, the victim can do nothing else. If the victim or an ally attempts to cut or attack the rope, the rope has PD 1, DR 3, HP 10, and is at -4 to target. In addition, the rope has a Dodge of 5 (including PD). Duration: 1 minute. Cost: 3, 2 to maintain. Time to Cast: 3 seconds. Prerequisite: 3 Creation spells, Dancing Rope or Dancing Weapon. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Magic Rope. Energy Cost to Create: 350 points. Regular or Area This spell removes, without a trace, any undesired mark, stain, writing or artistry. If cast on a magic item or magic spell (like the Magic Mark spell) treat this as a Contest of Skills between the caster of the Erase spell and the caster of the other spell. Duration: Permanent. Cost: 1 for a small area, 2 for a large area. If cast as an Area spell, Base Cost is 3. Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points. False Coins Regular This spell is cast on leaves or pieces of paper, making them look and feel just like silver or gold (or whatever) coins. For double cost, no material is needed - the mage creates coins out of thin air. The illusory coins may be disbelieved, just like other types of illusions. However, for double cost, the mage can temporarily create real coins which can’t be disbelieved! Duration: 5 minutes. Cost: 1 per $20 worth of coins; half that to maintain. Double cost to make coins out of thin air. Double cost again to temporarily create real coins. Time to Cast: 2 seconds. Prerequisites: Seek Metal, Simple Illusion Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points (b) Pouch, Box or Purse. Energy Cost to Create: 250 points. Author: Adapted from Lee Gold (GURPS Japan) Gossamer Area A fine rain of gossamer web floats down into the area. While it is easily visible, it neither impedes vision or movement. It vanishes once it reaches the ground. Erase

This spell can also be used to create confetti, in any shape or color the mage desires. This is also a Plant spell. Duration: 1 minute. Cost: 1/10 (minimum 1), half to maintain. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points. (b) An area can be permanently filled with gossamer for 10 times the base cost. Author: Adapted from Bob Traynor (From "Minor Magics for GURPS"). Minor Transmutation Regular, resisted by HT This spell is a limited version of the Transfiguration spell. It is identical to that spell, except that the spell won’t affect a subject which weighs more than 10 lbs. and it won’t turn the subject into an object that weighs more than 10 lbs. It also can’t affect any item with a Rarity of better than Uncommon/Valuable, a Local Value of better than Commodity, and a level of Processing better than Processed. Duration: 1 hour. Cost: 1/10 point per pound of material to be affected, as adjusted per the Transmutation spell, with a minimum cost of 1 per lb., same to maintain. Multiply the cost by 10 to make the change permanent. Time to Cast: 3 seconds. Prerequisite: Magery, Shape Earth, 3 other Illusion and Creation spells. Moving Picture Regular This spell enchants a photograph or picture so that the figures appear to move about freely, behaving as they would when the picture was taken or the picture was made. The images can't talk and posses no real sentience, but they can “see” out of the frame and will react to the viewer as the viewer would expect them to if they were alive. Duration: Permanent. Cost: 1 point for a small photograph or picture, 1 point per square foot of area for larger pictures. Time to Cast: 3 seconds. Prerequisite: Simple Illusion, Suggestion. Magic Item: (a) Camera. Casts this spell on any pictures made with it. The enchantment is originally on the film negative, but is magically “transferred” to any prints made from the film. Energy Cost to Create 150 points. (b) Film. When placed in an ordinary camera, the film casts this spell on any negatives. The spell is then transferred to any prints made, as above. Energy Cost to Create: 25 points. Personality Regular This spell gives an illusion, creation or inanimate object limited intelligence (IQ8) and a personality chosen by the caster. It also gives the object the ability to sense when a person is interacting with it, so it can respond appropriately. This spell is useful for making self-monitoring appliances or tools, or for humorous effects. For example, a mirror with this spell on it could be “programmed” to insult (or compliment) anyone who looked into it. A common version of this spell gives the item something of the caster’s or user’s own personality. Duration: 1 hour. Cost: 3 points, half to maintain. Every 2 extra points invested into the spell, the object’s IQ can be increased by 1, to a maximum IQ equal to that of the mage’s IQ. Time to Cast: 10 seconds. Prerequisite: Magery, either Complex Illusion, Initiative or 3 Creation spells. Magic Item: This spell can be made permanent on any object for 150 points. Ridicule Regular, resisted by IQ This spell makes the subject appear silly, as imagined by the mage. For example, the subject could appear to be dressed in silly clothes, or he could appear to take a pratfall into a mud puddle, although his actual appearance and motion is unchanged. Depending on the situation and the caster’s sense of humor, any observers might have to roll vs. Will to avoid laughing unless they can make an IQ roll to disbelieve the illusion. Unwilling subjects get a roll vs. IQ to resist. This is also a Communication and Empathy spell. Duration: 10 seconds. Cost: 3, 2 to maintain. Prerequisite: Simple Illusion, Sense Emotion.

Transmutation (VH) Regular This spell allows a quantity of one material to be converted into another material, based on the similarity in nature and quality between the existing material and the desired material. The caster can transmute matter only between forms with which he is familiar, and both the transmuted material and the material it is to be transmuted to must be relatively homogeneous. (For example, flesh could be turned to iron, but it couldn't be turned into a robot, even if the caster knew how to build a robot.) A good rule of thumb is that the desire material must be describable in a single short phrase, like "black granite", "soft rubber" or "burled maple". Cost to cast and the amount of material created depends on the inherent rarity and value of the material being created. Base cost of the spell depends on the difference in rarity, phase change, degree of transformation, local value and processing of the material created between the two materials. Each "step" up a given scale doubles the base cost of the spell (so two steps would quadruple the cost, three steps would multiply it by 8, etc.). Each step down the scale halves the cost. The baseline for a given scale is the second entry on each scale, e.g. Common, Bulk, Semi-processed. Round point costs up to the nearest tenth of a point, with a minimum of 1 point. Precious and Semi-precious materials can't be created. Phase Change: Gas, Plasma, Liquid, Solid Degree of Transformation: Non-Organic, Organic, Living Rarity: Extremely Common (Dirt), Common (Iron Ore, Timber), Uncommon/Valuable (Iron, Fine Hardwoods), Rare (Ebony, Crystal), Very Rare (Gunpowder, specialized plastics in a modern setting) Local Value: Worthless, Bulk Commodity (pennies a ton), Commodity (pennies a pound), Valuable (dollars a pound). Precious and Semi-precious materials can't be created. Processing: Raw (ore, raw timber), Semi-processed (crushed ore, dressed timber), Processed (refined ore, rough boards), Highly Processed (ingots of metal, planed boards). Examples: Flesh to Salt: Phase Change: Solid to Solid, Degree: Living to Non-Organic, Rarity: Uncommon to Common, Local Value: Commodity, Processing: Raw to Raw = .1 points per lb. Wood to Iron: Phase Change: Solid to Solid, Degree: Organic to Non-Organic, Rarity: Common to Uncommon, Local Value: Bulk to Commodity, Processing: Semi-Processed to Processed = .4 points per lb. Duration: Permanent Cost: 1/10 per lb. of material, as modified above. Time to Cast: 1 minute. Prerequisite: Create Material. Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.

Knowledge Spells
Attune Object Regular This spell makes an object "resonate" with a willing recipient, regardless of the subject's distance from the object. When another person of a specific class touches the object, he will know the subject's location. This spell is commonly used one letters and packages so that owls can carry them to the user's location. It is possible that wizardly owls are either enchanted with some variant of this spell, or can cast the spell themselves. Duration: 1 day. Cost: 3, 1 to maintain. Prerequisite: Seeker. Find Direction This spell tells mage which way is north (or whatever direction he wishes). If the caster has a wand, staff or similar object in hand, it will spin in his hand to point the appropriate direction.

Divination All Divination spells and other spells that attempt to predict the future require the Divination Talent advantage. In addition, they are all treated as M/VH skills and maximum adjusted skill can’t exceed 12. Commonly available forms of divination include Astrology, Chiromancy (Palmistry), Crystal Gazing and Cuisinomancy (Tea Leaf Reading). Know Personality Regular, resisted by IQ This spell allows the mage to get a general sense of the subject's personality, strengths, weaknesses and interests, as if the subject had conversed with the subject for a few hours. Unwilling subjects roll vs. IQ to resist. Duration: Instantaneous. Cost: 3 points. Prerequisite: Sense Emotions. Selection Regular When this spell is cast, a magical fire springs into being. The mage then throws slips of paper bearing names of possible candidates or possible outcomes into the fire. At the end of the spell, the best choice(s) are returned to the mage’s hand, the other slips of paper are consumed by the fire as it goes out. The “best” candidate for the task or the “best” course of action depends on the task at hand and the characters involved, as determined by the GM. When choosing the right person for a quest or other complex task, the “best” character is generally the one with the highest point value. For a simpler task, the GM should compare skill levels in the relevant skills. Duration: 1 day. Cost: 3 points, plus 1 per choice added to the flames. Time to Cast: 1 minute, plus the time needed for the spell to return its results. Prerequisite: Magery 2, Know Personality, Divination. Magic Item: Goblet. When a command word is spoken and/or a ritual is performed, red flame leaps from the bowl of the goblet. Candidates for a specific task place their names in the flames. On the next day, the goblet will reveal the name(s) of the successful candidate(s) to an impartial judge. In most cases, the goblet also has the Geas spell on it, so that those who submit their names are bound to fulfill the task if they are selected. Energy Cost to Create: 1,000 points, plus the cost of any additional enchantments.

Light and Darkness Spells
Color Change Regular This spell makes an object change color as the caster desires, either randomly or through a pre-set palette of colors. The caster can either consciously control the color change or let it cycle according to a pre-set pattern. For example, a bottle of ink could be made to change color randomly as you write. This is also a Making and Breaking spell. Duration: 1 minute. Cost: 1 per 5 lbs. of material or per hex affected. Prerequisite: Either Colors or Dye. Magic Item: (a) For 10 times the normal cost, this spell can be made permanent. (b) Ink or dye. Casts this spell permanently on any area it touches. Continual Illumination Area This spell creates a diffuse light in each hex in the area of effect. Duration: Variable. Roll 2d for number of days. Base Cost: 2 for a dim glow, 4 for the brightness of fire, 6 for a glare so bright as to be painful at close range. Time to Cast: 1 second per point of base cost. Prerequisite: Continual Illumination, Continual Light. Dark Mark Regular

This spell creates a huge, luminous wizard’s mark unique to the wizard or wizardly faction that cast it. This mark looks vaguely like a neon sign made up of individual bright, colored lights. At night it can be seen for miles and provides illumination within a 50 yard radius. In the World of Harry Potter, only Death Eaters cast this spell, and it only produces Voldemort’s mark - a green skull with a snake emerging from its mouth. Since the Death Eaters often left this spell at the scene of their crimes, any wizard seeing the mark must make a Fright Check. If cast in a crowded area, a this spell can cause panic. This isn’t an inherent part of the spell, however, it’s just the psychological effect that Voldemort’s mark has on the average wizard. Duration: 1 hour. Cost: 4, 2 to maintain. Prerequisite: Shape Light. Douse Light Regular, resisted by Spell This spell puts out electric lights, lanterns, torches and candles. It also cancels the Light spell and temporarily cancels the Continual Light spell. Unlike the Darkness spell, it doesn’t darken the area where it is cast, it just puts out lights. This is also a Fire spell. Duration: 1 hour. Cost: 1 per light for small lights, such as Christmas lights or candles, 2 for brighter lights, such as torches or ordinary light bulbs, 3 for bright lights such as Light Spells or street lights. Prerequisite: Shape Light. Magic Item: (a) Any item. Allows the subject to cast the spell. Mages with a sense of humor often enchant cigarette lighters with this spell. Energy Cost to Create: 150 points. (b) Light Source. Any light source (such as an electric lamp) or holder for a candle or flame (such as a candlestick or a lantern) can have this spell on it. When it is touched and a command word is spoken, any light it produces (or holds) goes out. Energy Cost to Create: 50 points. Fairy Lights Area This spell fills an area with small, faint slightly shimmering lights, such as those produced by some types of fairy. While the main effect is decorative, the lights produce enough light to reduce Darkness penalties by -2, to a maximum of -5. Duration: 1 hour. Base Cost: ½, half (minimum 1) to maintain. Magic Item: For 10 times the base cost, this spell can be made permanent. Illumination Area This spell creates a diffuse light with the strength of a candle flame in each hex in the area of effect. Duration: 1 minute. Base Cost: 1 to cast, 1 to maintain. Time to Cast: 1 second per point of base cost. Prerequisite: Light. Light This spell creates a light with the same brightness as a candle at the tip of the mage’s wand, or in a particular location, as the mage prefers. If the light is created at the end of the mage’s wand, no concentration is needed to move the light; it moves with the caster as long as he holds his wand. If the mage drops his wand, however, the light goes out. Duration is increased to 10 minutes. Luminous Regular This spell makes an object glow faintly in the dark. The light it produces is too faint to be seen in normal light, but it reduces Vision penalties in its hex, and adjacent hexes by -2, to a maximum of -5. Duration: 1 day. Cost: 1 per 10 lbs. of material affected, 1 to maintain. Magic Item: This spell can be made permanent on an object for 10 times the base cost.

Luminous Message Regular This spell makes a slogan button or some other small object become faintly luminous, with a design or short message picked out in contrasting, slightly brighter light. At the wearer’s (or mage’s) command, or under certain circumstances set by the mage, the item’s message or coloring can change. This is also a Communication and Empathy spell. Duration: 1 day. Cost: 1 to create a button that can change between two different messages, add 1 per each additional message. Prerequisite: Literacy, Shape Light. Magic Item: This spell can be made permanent for double the normal cost. Sky View Area This spell can only be used indoors. When cast, it “projects” a view of the sky overhead onto the ceiling of the room, as it would appear to an observer standing outdoors. Duration: 1 hour. Base Cost: 1/10 points (minimum 1), half (minimum 1) to maintain. Item: (a) This spell can be permanently cast on an area for 10 times the base cost. (b)Staff, Wand or Jewelry. Energy Cost to Create: 150 points. Slow-Motion Vision Regular This spell allows the cater (or a willing subject) to see an “instant replay” of events he has seen in slow motion. If the scene observed is part of a sporting event or other formal contest, and the mage has skill level 12 with the appropriate skill, he can add diagrams, captioning, and other “special effects” appropriate for the sport if he wishes. This spell gives the mage an effective +4 to his Vision rolls to detect subtle or fast-moving actions, but, unfortunately, he is effectively blind to current events while using the “instant replay.” Duration: 10 minutes, the subject can use the “instant replay” ability for anything he has seen in the last minute. Cost: 4, 3 to maintain. Prerequisite: Keen Eyes or 5 Light and Darkness spells. Time to Cast: 3 seconds. Magic Item: Binoculars, telescope or similar device. Under normal circumstances, the item functions as a normal magnifying instrument. However, when the user speaks a command word or touches a button, he can cast this spell on the item, allowing him to see events through the item as “slow motion instant replay.” Energy Cost to Create: 500 points.

Making and Breaking Spells
Alter Clothing Source: Pyramid. Regular; Special Resistance

Blast (VH) Regular, resisted by HT This spell is similar to the Shatter spell, but it affects a larger area and can partially destroy inanimate objects. For every two points of energy put into the spell, the blast will do 1d damage to inanimate objects. Living objects, even those in the same hex as the target will not be affected directly by the blast, although they might be injured if the blast causes a wall or ceiling to collapse. The item to be blasted resists with its HT. If it wins the contest, it takes only half damage. Duration: Instantaneous. Cost: 2 per 1d damage, up to 6d maximum. Prerequisite: Magery 2, Expel, Shatter. Regular, resisted by HT This is a weaker version of the Weaken or Ruin spell. When it is cast, the item specified by the mage breaks as if it had been dropped or smashed by a heavy blow. Tough, flexible items break in a single Break

location, fragile, brittle items break into many pieces. The item to be blasted resists with its HT. If it wins the contest, it takes no damage. Duration: Instantaneous. Cost: 1 for a small, fragile item such as a wine glass, 2 for a larger, tougher item such as a wand or a small knife weighing up to 1 lb., add 1 point per additional 2 lbs. of weight. Prerequisite: Sense Weakness. Change Linens Regular This spell cleans, straightens and changes bedding, tablecloths, towels, and the like. If there are clean items of a similar type near at hand, the old (but cleaned) linens will be swapped with the new linens. If there is no linen near at hand, the mage can combine this spell with the Create Cloth spell if he knows it to create new linens. Duration: Instantaneous. Cost: 1 to change a small item (like a tablecloth or a pillow case), 2 to change a bed. Triple cost to create new linens. Prerequisite: Clean. Create Fabric is required to create linens. Create Clothing Source: Pyramid. Create Fabric Source: Pyramid. Regular Regular

Create Object For double cost, objects do not vanish if they leave the hand of a living creature. For 10 times the normal cost, items created with this spell can be made permanent. Indelible Regular This spell makes ink, dye or paint indelible, so that it can’t be removed by mundane means and it won’t fade. Duration: Permanent. Cost: 1 for a small area, 2 for a larger area less than 1 hex, 3 per hex. Prerequisite: Dye. Mass Create Object (VH) Regular This spell is identical to the Create Object spell, except that it allows the mage to create multiple items of the same type. Duration: Indefinite, as long as it is touching a living, thinking being. Cost: 2 for every 5 lbs. the created item weights. For double cost, objects do not vanish if they leave the hand of a living creature. For 10 times the normal cost, items created with this spell can be made permanent. Time to Cast: Equal to cost, in seconds. Prerequisite: Create Object. Repair Magic Item Regular This spell is like the Repair spell, but it also temporarily re-enchants a magic item that has lost its powers due to breakage. The better the rolls, the more of the item’s powers are restored, but the item won't function perfectly unless the mage rolls a critical success. This is also an Enchantment spell. Duration: Permanent. Cost: 10 per 10 lbs. that the object weighs (minimum 10). Prerequisite: Magery 2, Repair, Enchant. Time to Cast: 2 seconds per pound of weight. Magic Item: Spellotape. This is a sticky transparent tape rather like mundane cellophane tape. When a sufficient amount of tape is wrapped around the broken object, it casts the spell on the object. The repair lasts as long as the tape remains in place. If the tape is removed, the spell ends and the item is broken again.

Severing Regular, resisted by HT This spell magically splits or severs an object. The spell can be used on a living creature to cut off fingers, toes or other appendages, but in this case the victim gets a roll vs. HT to resist. If he fails, the appendage is painlessly, bloodlessly removed. For every two points of energy put into the spell, the spell does 1d damage to the targeted item. However, if the amount of damage done does not equal or exceed an item’s DR and Hit Points (or a living creature’s DR, plus the number of Hit Points required to cripple the limb) the spell fails and the target takes no damage. If the spell is cast on a living creature and succeeds, although the subject loses the limb, they do not lose any hit points and do not suffer any penalties due to pain. This is also a Healing and a Body Control spell. Duration: 1 second, effects happen instantaneously and are permanent. Cost: 2 to 6 points (2 per 1d damage, up to 3d damage maximum). Can’t be maintained. Time to Cast: 3 seconds. Prerequisite: Ruin.

Meta Spells
Mass Dispel Magic Area Dispels magic on everything within a given area. In other respects, it is like the Dispel Magic spell. Duration: Instantaneous Cost: 4 (minimum 8 points), can’t be maintained. Time to Cast: 10 seconds Prerequisites: Magery 2, Dispel Magic Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. Author: Adapted from GURPS Magic Items 1 Prior Incantato Information, resisted by IQ This spell reveals the last spell cast by a wand or a mage. Each casting of this spell reveals one spell, starting from most recent and working backwards. When the spell is cast, the wand produces a “shadow” of the spell it last cast. The shadow is harmless, but its symbolism is obvious to any observer who can make an IQ or Thaumaturgy skill roll. For example, a wand last used to kill a person with the Avada Kedavra spell would produce a ghostly shadow of that person who could speak, move around, and recount its last moments. If this spell is cast on a person or on a wand held by its owner, the subject gets a roll vs. IQ to resist. If the spell is cast on a wand that is not in its caster’s possession, no resistance roll is allowed. Duration: Instantaneous. Spell “shadows” last for 10 seconds. Cost: 3 points. Time to Cast: 3 seconds. Prerequisite: Detect Magic Sacrifice Counterspell Special This powerful spell requires the mage to voluntarily die to protect somebody they love or care about. When the spell is cast, the mage dies, but the subject gains several powerful magical protections. First, they permanently gain the Luck advantage. If the subject already has the Luck advantage, the sacrifice increases his Luck by one level, to a maximum of Ridiculous Luck. Second, the subject gets 10 levels of Magic Resistance against any hostile spells for one month after the spell is cast. Beneficial spells and the subject’s own spells are not affected by this protection. These levels of Magic Resistance are invisible to anyone who attempts to cast a spell on the target unless the attacker first uses the Detect Magic spell. Finally, if an attacker rolls a critical failure with a hostile spell directed at the subject (very likely considering the subject’s levels of Magic Resistance), the spell is reversed so that it hurts the attacker and benefits the subject. The exact details are up to the GM, but they should be suitably dramatic.

This spell will only work to protect characters that the mage truly loves, respects and/or cares about, as determined by both the mage’s player and the GM. As a rule of thumb, the mage should have either the Sense of Duty or Fanaticism disadvantage towards the subject of the spell. Finally, unless the subject and/or the mage are in immediate deadly peril the mage must make a roll vs. Will-4 (possibly modified by suitable mental disadvantages such as Charitable, Low Self Image or Selfless) to even consider using this spell. Duration: As described above. Cost: The caster’s life. Prerequisite: Magery, Counterspell, Remove Curse, 20 other spells from any college.

Mind Control Spells
Awaken This spell also resists the Stun or Mental Stun spells. Avoid This spell is an extremely common form of muggle-repelling spell. The wizard who casts the spell can set it so that the spell affects all people of a certain class, not just anyone but the mage. Magically-aware observers may add any levels of Magery to their resistance roll. The presence of magic in the area partially cancels the concealing aspects of the spell when seen by a magical observer. Area, resisted by IQ This spell makes the subject(s) feel relaxed and cheerful. For the duration of the spell, the subject reacts to any basically friendly and non-threatening person at +2. He also gets +1 to morale and Fright checks and +1 to Will rolls to resist the effects of negative mental disadvantages, such as Bad Temper or Bully. Finally, he gets +4 to resist the effects of Chronic Depression. This spell also counters the Fear spell. Duration: 10 minutes. Base Cost: 1, half to maintain. Prerequisite: Sense Emotion. Confusion Area, resisted by IQ This spell is similar to the Daze spell, but instead of ignoring his surroundings, the subject acts randomly, even irrationally. He might wander aimlessly, attack his companions, greet foes as friends or something else. The exact effects are up to the GM, but the subject’s actions will always be useless and might be dangerous or harmful. Roll 3d, the worse the roll, the worse the subject’s behavior will be. On a very good roll (3-5) the subject’s behavior is harmless, if perhaps slightly embarrassing. On a very bad roll (16-18), the subject does the worst thing possible in the situation - he attacks friends in combat, tries to take off his clothes while screaming obscenities while at a diplomatic reception, etc. When the spell ends or the subject is freed from its effects, he will not remember what happened, as if the Forgetfulness spell had been cast on him. This spell can also be used to confuse anything that has some measure of “intelligence” or “personality” including machines and magic items. If used against a computer or similar item, roll a Contest of Skill between the mage’s skill and twice the complexity of the computer “brain.” If used against a magic item, roll a contest of skill between the caster’s skill and the skill of the mage who enchanted the item. Confused machines or magic items lose data, change the parameters of their programming, change their selection criteria, etc. as determined by the mage. Duration: 1 minute. Cost: 4 to cast, 2 to maintain. Time to Cast: 2 seconds. Prerequisite: Madness. Control Person The caster’s body does not fall unconscious while controlling the victim, though the mage must concentrate to control his victim and he remains unaware of his surroundings while doing so. Cheer

Area, resisted by Will This spell gives the subject(s) a vision of the thing(s) they most desire. The subjects must make a roll vs. Will or stand transfixed while they daydream, just as if the Daze spell had been cast on them. Duration: 1 minute. Cost: 4 to cast, 2 to maintain. Time to Cast: 2 seconds. Prerequisite: Madness, Daze. Magic Item: Mirror of Desire. This item looks like a large, ornate mirror. Anyone who looks into it will see a vision of the things they most desire. They must roll vs. Will immediately to avoid gazing raptly into the mirror. Subjects who are enraptured may roll vs. Will every minute to look away, breaking the spell’s effect. At the GM’s option, characters may also roll vs. Will when they are shaken, startled or harmed. Follower Regular, Resisted by Will This spell keeps a person from moving more than 30 yards away from the mage. The mage can change the distance of the “leash” by concentrating. If the mage “pulls in” the leash, the person will move towards the mage at its maximum movement rate. The spell will make the person stand still, sit, keep station, and follow the mage when caster desires it. If the Leash spell would put the person in actual danger (for example, if the person needs to run away from a threat), it gets a new Will roll to resist the spell each turn until the spell is broken or the threat dissipates. If the person is endangered because it is on a “short leash,” the spell won’t is not canceled if the person makes its roll, but the spell will “lengthen” the “leash” sufficiently to allow the person to get out of danger. Alternately, the mage can choose an object or hex as the focus of the spell. In this case, the person can’t move more than 100 hexes (or less, if the mage specifies) from that object or hex. The mage can also make certain areas within the area covered by the Leash “off limits” to the person, if he specifies them when the spell is cast. This spell can be made permanent on either an person or a location. In either case, lack of adequate food, water, or shelter from the elements or natural hazards counts as a threat, and gives the person a new roll to resist the spell. Other than the restrictions listed above, the person is free to move and act as they please. Duration: 4 hours. Cost: 3, plus 3 for every hex the person occupies, 2 to maintain. Time to Cast: 30 seconds. Prerequisite: Loyalty. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) A collar or similar restraint. Casts this spell on any person that wears it. Energy Cost to Create: 350 points. Mindwipe (VH) Regular, resisted by IQ This spell is similar to the Mindlessness spell, but it gives the subject amnesia, as per the disadvantage. The subject retains his basic intelligence and personality, but is completely unaware of any skills, advantages, disadvantages, spells and powers he might have. This spell can be reversed if another mage recasts the Mindwipe spell and wins a Contest of Spells with the original Mindwipe spell. Duration: Permanent. Cost: 5 points per minute of memories to be altered. Time to Cast: 1 second per point of energy cost. Prerequisite: Magery 2, Oblivious. Oblivious (VH) Regular, resisted by IQ This spell is similar to the Permanent Forgetfulness spell, but it makes the subject forget all events surrounding an event and fills any gaps in his memory with mundane details, as specified by the mage. Like Permanent Forgetfulness, the subject also forgets that he was ever enchanted. Unlike the Permanent Forgetfulness spell, this spell cannot make the subject forget skills or spells. This spell can be reversed if another mage recasts the Oblivious spell and wins a Contest of Spells with the original Oblivious spell. Duration: Permanent. Cost: 5 points per minute of memories to be altered.

Desire

Time to Cast: 1 second per point of energy cost. Prerequisite: Forgetfulness. Possession Like the Control Body spell, the caster’s body does not fall unconscious while controlling the victim, though he must concentrate to control the victim and remains unaware of his surroundings while doing so. Uncontrollable Laughter Regular, Resisted by Will The subject is overcome by the uncontrollable urge to laugh. Unless the subject resists with Will, they are overcome by laughter, and everything they see or hear seems outrageously funny. Laughing characters are at -2 to all skills and abilities. Active defenses are reduced by -1. Movement is halved. Laughing characters react to anything at +2 (with reactions modified towards ignoring the subject), unless it is an obvious, immediate threat to their survival. Any shock or shocking stimulus (like a potential Fright Check) gives victims of this spell another Will roll to throw off the effects of the spell. Characters who laugh for five minutes straight begin to suffer from muscle cramps and breathing problems. When this happens, victims may roll vs. Will. If they fail, and the subject keeps talking, they may continue to make Will rolls every 5 minutes thereafter until they resist the spell. Characters who fail their Will rolls take 1 point of Fatigue damage per 5 minutes of laughter. When Fatigue reaches 0, they fall unconscious and remain unconscious until the spell ends. Duration: 1 minute. Cost: 3, 2 to maintain. Prerequisite: Cheer, Foolishness. Item: (a) Staff, Wand, or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or Jewelry. Casts this spell on the wearer. Always On. Can’t be removed. Energy Cost to Create: 250 points.

Movement Spells
Air Golem This spell can also be used to make an item perform a single action on command. For example, tongs could be commanded to move and grip, playing cards could be commanded to shuffle, and so forth. Animate Body Regular, resisted by IQ This spell allows the mage to animate a dead or unconscious body (or any other similar object), allowing it to walk about or even attack. Unlike Necromantic spells that have similar effects, this spell does not turn the body into an undead creature. In order to animate the body, the mage must concentrate on the spell and he must be able to see the body by some means. (Wizard Eyes and similar spells count for this purpose.) If the mage is distracted, the spell doesn’t automatically end, but the body falls to the ground. In order to regain control, the mage must make a skill roll, and he must spend 2 turns bringing the body back to its feet. The body retains the ST and HT it had in life, but “dies” (if it is already dead) when it reaches 0 HP. If the spell was cast on an unconscious body, spell ends when the body takes more than its base HP in damage or regains consciousness. The body’s Move is equal to half the mage’s Move or half the Move it had in life (or consciousness), whichever is less. The body has no IQ, and its DX and physical skills are those of the mage at DX-4 (or skill -4). However, no skill or attribute can ever be raised above 12. No matter how good the mage is, he can’t transmit his skills very well. The body cannot speak nor can it use any mental skill or any physical skill that requires internal concentration. Unconscious victims get a roll vs. IQ to resist. Duration: 10 seconds. Cost: 3, 2 to maintain. Prerequisite: Magery 2, Levitation. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry.

When placed on a dead or unconscious body the item casts the spell. Unconscious victims get a roll vs. IQ to resist. Energy Cost to Create: 250 points. Attract Object Regular This spell attracts an object towards the caster’s hex. The attractive force is equal to twice the amount of energy put into the spell, but decreases by 1 per hex of distance. The spell will have no effect on objects heavier than 20 times its ST. Note that to drag an ordinary human (weight 150 lbs.) along an ordinary floor, the spell would need a ST of at least 8. If this spell is cast on a person or an object being held or worn by a living creature, the subject also gets to “resist” with ST every turn. Duration: 1 minute. Cost: 1 per 2 ST worth of “attraction” Prerequisite: Magery 2, Apportation. Time to Cast: 2 seconds. Automobility Regular This spell allows a vehicle to move at its normal rate without an obvious motive force. For example, wagons can move without horses and cars can move without gas. This spell does not give the vehicle any extra boost to performance; it only lets it move without an obvious source of power. Vehicles can be moved without a driver or pilot, but they will quickly crash or roll to a halt if there is nobody to guide them. If used to move vehicles that have anti-theft devices, the mage must win a Contest of Skills between his spell skill and the Complexity of the anti-theft devices before the spell can take effect. If the vehicle has subsystems not vital to the functioning of the vehicle or the survival of its passengers (e.g., weapons or surveillance systems), this spell does not give the mage the ability to operate them, unless he uses some other spell or skill. Vehicles that normally are steered by an outside power source (such as wagons) can be magically steered by the mage’s mental command. Duration: 1 minute. Cost: 1 per 200 lbs. of vehicle to be animated, half to maintain (minimum 1 point). Time to Cast: 10 seconds. Prerequisites: Apportation. item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be made permanent on a vehicle for 50 times base cost. Bounce Regular This spell gives the mage or a willing subject the Bouncing advantage for the duration of the spell. Duration: 1 minute. Cost: 3, plus 1 per level of bouncing, half to maintain. Time to Cast: 3 seconds. Prerequisite: Magery 2, Flight, Poltergeist. Bounce Other Regular, resisted by DX This spell is similar to the Bounce spell, but it allows the mage to bounce the subject around for the duration of the spell. For the duration of the spell, the subject has the Bouncing advantage, but the mage controls the direction in which the subject moves! The subject resists with DX. Duration: 1 minutes. Cost: 3, plus 1 per level of bouncing, half to maintain. Time to Cast: 3 seconds. Prerequisite: Bouncing, Control Person. Control Flight Regular; resisted by HT This spell influences the flight of an airborne object. The mage can move the object up to 6" vertically or horizontal for every yard it travels. He can also increase or decrease its speed by up to 10%. If this spell is cast on missiles, it makes them either harder (-1 to Dodge or Block) or easier (+1) to avoid. It can also give a missile +1 or -1 to hit, or make them more or less damaging (+1 or -1 point of damage per die).

Alternately, this spell can make thrown objects easier or harder to hit or catch (+2 or -2 to DX or skill respectively). This spell can also be used to control the flight of small animals, just as if they were inanimate flying objects. In this case, the flying creature resists with HT. If this spell is used to control the flight of a magic item or an item enchanted by a magic spell, the mage must win a Contest of Skills against either the skill of the mage who cast the enchantment or spell, or the appropriate skill of the user of the item, whichever is better. Using this spell to interfere with the flight of a person is considered to be Dark magic. Duration: 10 seconds, or the time the object remains airborne, whichever is less. Cost: 1 point per effect desired (accuracy, dodging, or damage) per pound of material to be controlled. Minimum of 2 points for an object used as a weapon or when used against an unwilling subject. Prerequisite: Apportation; Levitation. Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points. Create Portkey Enchantment A portkey is a “one-shot” magic item enchanted with the Mass Teleport spell which is set to trigger at a certain time and transfer anyone (or anyone of a specific class of people) who is touching the item (or who is touching a person who is touching the item) to a specific location set when the portkey is enchanted. Objects worn or carried are transferred when their owners transfer, as does the portkey. When one or more of the users touch the portkey again, it transfers them back to the location from which they originally traveled. Typically, portkeys are used when it is necessary for large numbers of wizards to transfer to a specific location at a set time while remaining inconspicuous. One mage enchants the portkey with sufficient power to allow a known number of people plus their baggage to be teleported. Then he or his agent places the portkey in a preset location. When the time for the portkey's spell to trigger is near, the wizards who wish to teleport all grasp the portkey, which transports them and their equipment to the preset location. A portkey can be any portable inanimate object of less than 100 lbs. in weight. Typically, they are disguised as pieces of old junk so they won't be disturbed. It requires a roll vs. IQ + Magery (or Thaumaturgy skill if it is higher) to recognize a disguised portkey for what it is. Once the spell on the portkey is triggered for a second time (for the return journey) the portkey loses its enchantment. Cost: 10 points, plus twice the normal cost of the Mass Teleport spell. Prerequisite: Enchant, Mass Teleport. Regular, resisted by ST This spell has three uses. If cast on an object grasped in the subject’s hand, it makes it violently fly from his hand in the direction chosen by the mage. If cast on the subject, he is violently thrown backwards, as if he had been hurled by a man with ST15. If he strikes a solid object, he takes 1d crushing damage. If this spell is cast on a living creature, they may resist the spell with ST. Duration: Instantaneous. Cost: 1 point for an item up to 10 lbs., every point of extra energy reduces the subject’s effective ST by 1. If cast on a person or larger object, the cost is 2 points per 50 lbs., and every 2 extra points of energy used reduces the subject’s effective ST by 1. Can’t be maintained. Prerequisite: Apportation. Expel Contents Regular This spell is identical to the Expel spell, but it is cast on a container. When the conditions set by the mage are met, the container’s contents rocket outwards, possibly harming those nearby. Anyone in the same hex as the container when it explodes must Block or Dodge the contents. If the container’s contents were sharp, heavy or hard, they take 1d damage, otherwise, they take no damage (or less damage) but are covered by the container’s contents. Duration: 1 hour, the effects are instantaneous once the spell is triggered. Cost: 1 point for a container and contents up to 10 lbs. (1d damage); 2 points for something up to 50 lbs. (1d+1 damage). Time to Cast: 10 seconds. Prerequisite: Expel, Poltergeist. Expel

Flight and Hawk Flight These spells work normally, except for the fact that they won’t work on any living creature that naturally weighs more than 20 lbs. They still can affect small living creatures and objects. Objects enchanted with the Flight or Hawk Flight spell (notably brooms) work normally. The speed in MPH of an object enchanted with the Flight spell is equal to the caster’s skill x 5. Acceleration and braking speeds are equal to the enchanter’s skill/3 (rounding up). Turning radius is equal to 30 minus the caster’s skill/3. The ceiling of an object enchanted with the Flight spell is equal to the mage’s skill x 10 yards. For example, a mage with Flight-15 could enchant an item that flies at up to 75 mph, accelerates and brakes at 5 mph per second, has a turning radius of 3 and a ceiling of 150 yards (450 feet). A mage with Flight-20 could enchant an item that flies at up to 100 mph, brakes and accelerates at 7 mph per second, turns with a radius of 2 and has a maximum ceiling of 200 yards (600 feet). The speed in MPH of an object enchanted with the Hawk Flight spell is equal to the caster’s skill x 10. Acceleration and braking speeds are equal to skill (rounding up). Turning radius is 1 for skill up to 14, or 0 (allowing the subject to turn in his own hex) for skill-15+. Ceiling is equal to skill x 20 yards. For example, a mage with Hawk Flight-15 could enchant an object that flies at 150 mph, accelerates and decelerates at 15 mph per second, has a turning radius of 0, and a maximum ceiling of 900 yards (1,800 feet). Impair Handling/TL Regular, resisted by Will This spell temporarily decreases a vehicle’s Maneuverability rating by 10%, down to a minimum of 30% normal. Stall speeds and the like are figured on the new Maneuverability rating. The driver or pilot of the vehicle resists this spell with Will. Duration: 1 minute. Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% decrease, half to maintain. Each doubling of cost impairs Maneuverability by an additional 10%. Time to Cast: 3 seconds. Prerequisite: Magery, Slow, Increase Burden. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling is degraded. Can’t be removed. Energy Cost to Create: 25 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 50 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 25 times the base cost. Impair Vehicle Speed/TL Regular, resisted by Will This spell temporarily decreases a vehicle’s top speed and acceleration by 10% down to a minimum of 30% of its normal cruising speed (or to 10% above its stall speed for aircraft). Stall speeds and the like are figured on the new top speed rating, except as noted. Fuel consumption is not improved, nor does the vehicle get any unusual benefit if it is slowed. The driver or pilot of the vehicle resists this spell with Will. Duration: 1 minute. Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% decrease, half to maintain. Each doubling of cost impairs Speed by an additional 10%. Time to Cast: 3 seconds. Prerequisite: Magery, Slow, Increase Burden. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling is degraded. Can’t be removed. Energy Cost to Create: 25 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 50 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 25 times the base cost. Improve Braking/TL Regular This spell improves the speed at which a vehicle can decelerate by 10%, up to a maximum of 300%. Duration: 1 minute. Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% increase, half to maintain. Each doubling of cost improves Braking by an additional 10%. Time to Cast: 3 seconds.

Prerequisite: Magery, Slow, Increase Burden. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s braking is improved. Energy Cost to Create: 50 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 100 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 50 times the base cost. Improve Handling/TL Regular This spell temporarily increases a vehicle’s maneuverability by 10%, up to a maximum of 200%. Stall speeds and the like are figured on the new Maneuverability rating. Duration: 1 minute. Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% increase, half to maintain. Each doubling of cost improves Maneuverability by an additional 10%. Time to Cast: 3 seconds. Prerequisite: Magery, Haste, Lighten Burden. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling is improved. Energy Cost to Create: 50 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 100 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 50 times the base cost. Improved Air Golem Regular This spell allows the mage to animate an object so that it performs fairly simple, routine actions. Minor Animation allows the object to act in a more complex way than an Air Golem, but isn’t as effective as the regular Animation spell. An item affected by the Improved Air Golem spell can perform any relatively simple, unskilled action that a man with ST15, DX 10 and IQ 8 could perform. For example, a trunk could be enchanted so that it follows the mage (or a subject specified by the mage), a shovel could be enchanted so that it digs a trench, or a doll could be enchanted so that it walks around in a circle, blinks and otherwise behaves in a “lifelike” fashion, if it was articulated so that it could do so. Duration: 1 hour. Cost: 6 to cast; 3 to maintain. Time to Cast: 10 seconds. Prerequisite: Air Golem. Magic Item: This spell can be made permanent on any object. Energy Cost to Create: 600 energy. Increase Gravity Area This spell increases the force of gravity in an area. See GURPS Compendium II for specific details of High Gravity environments. The general effect is to give characters -1 DX per 0.2G above 1, -1 to HT and IQ per 0.4 G above 1, and to multiply both body weight and encumbrance by the new gravity. Someone suddenly affected by increase gravity will need to make a DX roll against their modified DX to avoid falling. Note that the DX penalty also applies to anyone using melee weapons or unarmed combat to strike into an increased gravity area. Falling creatures in the area of effect take increased damage. There might be other effects. ST rolls against the new mass of the item are required to pick up heavy objects, or, in extreme cases, to move around. Duration: 1 minute. Base Cost: 1 point per 20% increase in gravity. Half to maintain. The gravity of an area can be permanently increased for 100 times the base cost of the spell. Time to Cast: 10 seconds. Prerequisite: Magery, Increase Burden. 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: 350 points, or 150 points if gravity is increased by some preset level. Author: Self, Anthony Jackson

Increase Vehicle Speed/TL Regular This spell temporarily increases a vehicle’s top speed and acceleration by 10% up to a maximum of light speed (or beyond if the GM allows FTL travel in the campaign). Stall speeds and the like are figured on the new top speed rating. Fuel consumption is not altered, nor will the vehicle be harmed if it travels at higher than rated speeds. Duration: 1 minute. Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% increase, half to maintain. Each doubling of cost increases speed by an additional 10%. Time to Cast: 3 seconds. Prerequisite: Magery, Haste, Lighten Burden. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Vehicle part for the power train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling is improved. Energy Cost to Create: 50 times the base cost to cast the spell if the item will only work for on model or class of vehicle, or 100 times the base cost if it will work on any sort of vehicle. (c) This spell can be permanently cast on a vehicle for 50 times the base cost. Levitation - Technically, this spell will only lift objects about 5 feet into the air from the point where the object was when the spell was cast. GMs may choose to fudge these distances for dramatic purposes. Magic Fist Missile This spell creates a fist-like area of force which can be used to punch or slap a target. The missile has SS10, Acc2, 1/2D50 and Max100. Each point of energy put into the spell does 1d1 points of Crushing damage. It is targeted using the mage’s DX-2, or Spell Throwing (Forcebolt) skill. Alternately, the mage can create a weaker version of the spell (a “slap”). This blow does no damage, but does require a roll vs. Will+4 to avoid losing concentration while casting spells or using psionics. Duration: Instantaneous Cost: 1 per die of damage (up to 3 dice of damage), 1 point for a “slap.” Time to Cast: 1 second Prerequisite: Push. Item: Staff, Wand, Jewelry or Glove. Energy Cost to Create: 250 points. Mass Summon Object Regular This spell is identical to the Summon Object spell, but it summons multiple objects, either to the mage’s hand(s) or to the mage’s hex. Duration: 1 minute, or until the summoned objects reaches the caster’s hand or hex, whichever is less. Cost: 1 for an objects with a total weight of up to 1 lb.; 2 for objects weighing up to 10 lbs., 3 for objects up to 50 lbs.; 4 for objects up to 200 lbs; and 4 for each additional 100 lbs. Cost to maintain is the same. Prerequisite: Summon Object. Mass Teleport (VH) Area, resisted by IQ This spell is identical to the Teleport Other spell, except that it affects any creature within the area of effect. Unwilling subjects resist with IQ. Duration: Instantaneous. Cost: 3 per hex, plus long-range modifiers. Time to Cast: 5 seconds. Prerequisites: Teleport Other. Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points. Minor Apportation Regular This is a very limited version of the Apportation or the Air Golem spell, which allows the mage to move one object that weighs less than 1 lb. around one axis in a regular, predictable manner. The force the object exerts can be no more powerful than the power a normal ST 10 man could generate by manipulating the item with his thumb and forefinger. For example, this spell can move a light

hammer, but the hammer can do nothing but tap lightly. A knife with this spell on it couldn’t cut through anything but the softest materials. For double strength, an item can be manipulated with the same strength that an ST 10 man could apply using just his hand. For example, a tack hammer could strike with enough force that it could drive a small nail or deform very thin metal, but it still couldn’t hit with enough force to do damage. A knife could chop vegetables or saw through tougher materials, but probably wouldn’t do more than 1 point of damage to a stationary victim. This spell can be used as a prerequisite for the Air Golem spell. Duration: 1 minute. Cost: 1, same to maintain. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Any object can have this spell cast on it permanently for 50 points. Author: Adapted from GURPS Magic Items 1. Minor Motion Regular This spell is similar to the Minor Animation spell, but it only affects objects of 1 lb. or less and only allows the object to move within a 1 yard of the hex in which it is placed. With this spell, a paper shamrock could dance, a figurine could walk around in circles, or anything else the mage can imagine, limited only the GM’s tolerance. Enchanted objects can fly, but no more than 1’ from the surface on which it was placed, and never with enough speed that they could injure someone. Duration: 1 hour. Cost: 1 point, same to maintain. Magic Item: This spell can be permanently cast on an object for 10 times the normal cost. Regular, resisted by Special Similar to the Poltergeist spell, a Push has an effective Move of 5, strikes with ST 25 and an effective mass of 500 pounds. The Push spell can be used to shove creatures directly away from the caster in a Slam attack. Victims of a Push spell resist the spell as if they were resisting a Slam attack. If the mage uses this spell for anything other than a “brute force” attack (such as temporarily propping up a falling object), he must roll vs. his Push spell skill to control the force. This is also a Movement spell. Duration: 1 second. Cost: 2, can't be maintained. Prerequisite: Poltergeist. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or Glove. Works for Wearer Only. Energy Cost to Create: 250 points. Repel Object Regular This spell repels an object from the caster. The repulsive force is equal to twice the amount of energy put into the spell, but decreases by 1 per hex of distance. The spell will have no effect on objects heavier than 20 times its ST. Note that to drag an ordinary human (weight 150 lbs.) along an ordinary floor, the spell would need a ST of at least 8. If this spell is cast on a person or an object being held or worn by a living creature, the subject also gets to “resist” with ST every turn. Duration: 1 minute. Cost: 1 per 2 ST worth of “repulsion” Prerequisite: Magery 2, Apportation. Time to Cast: 2 seconds. Magic Item: Reverse Gravity Area, resisted by Special Like Turn Gravity but everything in the area is turned 180 degrees, so things seem to “fall up.” Creatures caught in the area of effect will “fall up” until they hit the top of the spell's area of effect. They will then “hover” there in free-fall, caught between the upward and downward gravity forces until the spell ends. Characters in the area of effect may roll vs. DX when this spell is cast to resist the effects of the Push

spell for 1 minute. If they remain in the affected area, they must make additional Resistance Rolls when the spell is maintained. Creatures who enter the area of effect must roll vs. DX when they first enter the area of reversed gravity, and again when the spell is maintained. Note that inanimate objects already in the area when the spell is cast are not affected by this spell unless they are “picked up” by a living creature. Objects carried or thrown into the area of effect are affected by this spell. If the subject isn’t expecting the area of reversed gravity, the GM may require ST or DX rolls to hold carried items. Missile attacks that pass through the affected area are at -1 to hit per 3 affected hexes the missile must pass through to hit its target. Double this penalty if the missile is fired at beyond 1/2D range, or if the target is standing in an area of normal gravity on the other side of the Reverse Gravity area. If the shooter can make an IQ roll, these penalties are halved. For example, an archer fires an arrow through an area of Reverse Gravity 12 hexes wide to hit a target standing in a normal gravity zone on the other size. Each three hexes of Reverse Gravity gives -1 to hit, which is doubled since the target is in an area with different gravity, for a total of -8 to hit. if the shooter made his IQ roll, his attack would be at -4 to hit. Melee weapon attacks and all Active Defenses are at -1 to skill in the area of Reversed Gravity. These penalties can be “bought off” through training. Treat the ability to fight in reverse gravity as an Average maneuver (Default is weapon skill -1). Treat the ability to shoot missiles through an area of reverse gravity as a Hard maneuver (Special default) with each level of maneuver skill removing 1 point of penalty. Duration: 1 minute. Base Cost: 4 points, 1 to maintain. An area can have its gravity permanently reversed for 50 times the base cost. Prerequisite: Turn Gravity. Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Reverse Motion Regular, resisted by IQ This spell makes an object move backwards to the point where its motion started, following the path from which it started to its final destination as closely as possible. For example, a character could be made to walk backward, exactly retracing his steps. If this spell is cast on a person, they get a roll vs. IQ to resist. If the spell is cast on an object that flew from a person’s hand, they do not get a roll to resist the spell, but do get a roll to Block, Dodge or Parry the missile when it lands back in their hex. Missiles reversed so that they land in the hex from which they were fired will strike the person who launched them as if they were Wild Shots (i.e., they hit on a maximum roll of 9, minus any penalties to hit the target.) Duration: 1 minute, or until the motion of the object is completely reverse. Cost: 1 to affect an object that weighs up to 1 lb.; 2 to affect an object that weighs up to 5 lbs.; 3 to affect an object up to 50 lbs.; 4 to affect objects weighing up to 200 lbs.; 4 per additional 50 lbs. Double cost to reverse the motion of fast-moving objects, such as thrown weapons or arrows. Triple cost to reverse the motion of very fast-moving objects, such as bullets. Same to maintain. Prerequisite: Magery 2, Poltergeist, Repel Object. Simple Teleport Area, resisted by HT Instantly transports anyone specified by the mage (including the mage himself) to any location the caster occupied within 100 yards of his current location within the last 5 minutes. All targets within the specified radius are teleported. If the mage rolls his skill exactly, everyone must roll vs. HT to avoid being Mentally Stunned (p. B106). If the mage fails his skill roll, the spell still works, but every character takes 1d damage. A successful roll vs. HT halves this damage. If the mage misses his skill roll by more than 1, the spell fails. On a critical failure, all the characters are teleported to a random location of the GM’s choice, either as a group or as individuals. While characters won’t be teleported to locations where they will be killed outright, they might be sent to extremely dangerous places. Unwilling subjects resist with HT. The mage can’t cast this spell with less than his full skill in an attempt to damage hostile targets. This spell is also a prerequisite for the Teleport spell. Duration: Instantaneous. Base Cost: 4 points, can’t be maintained. Prerequisite: Magery 2, IQ 13+, Blink.

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. Author: Adapted from Brett Slocum. Summon Object Regular, resisted by DX This spell is an improved version of the Apportation spell. It quickly summons an object to the caster's hand. Like the Apportation spell, the mage can use this spell to summon objects he cannot see if he knows the item’s exact location and the item is not physically blocked from flying to his destination. For example, a sword in another room could fly to the caster's hand if the mage knew the sword’s location and the sword had some way to travel to him. If it were locked in a trunk, for example, the spell would fail. The cost of the spell depends on the mass of the object to be summoned. If the mage can’t see the object, normal long distance modifiers apply. Summoned objects fly extremely fast, avoiding all objects in their path, but it might take several seconds for an object summoned from a distance to appear. Assume that summoned objects fly at approximately 500 mph or their normal flight speed, whichever is less. Duration: 1 minute, or until the summoned object reaches the caster’s hand, whichever is less. Cost: 1 for an object up to a pound in weight; 2 for an object up to 10 lbs., 3 for an object up to 50 lbs.; 4 for an object up to 200 lbs; and 4 for each additional 100 lbs. Cost to maintain is the same. Prerequisite: Apportation. Teleport This is an extremely common wizarding spell, but it is forbidden to underage wizards. A wizard with the Youth disadvantage can learn this spell and can practice it under the supervision of a teacher under controlled conditions, but he cannot use it unsupervised until he passes a Ministry of Magic test. An untrained critical failure on this spell results in the user being “splinched” - part of their body moves to the new location while the rest of their body remains behind. Fortunately, both halves remain in suspended animation, although the sight is quite shocking to observers (a Fright Check might be required). Repairing the damage requires another mage to cast the appropriate Counterspell. Ministry of Magic mages from the Accidental Magic Reversal Squad typically do this, and slap heavy fines on the offender, especially if muggles saw the results of the failed attempt. Trained failures with the Apparate spell means that the spell fails or the mage teleports to a random location; whichever is worse. Teleport Battery Regular This spell “charges” an item chosen by the mage with some of the energy needed to teleport it to another location. Later, when the mage casts the Teleport spell on the item, the energy needed to power the spell is drawn first from the Teleport Battery, then from the mage. Given enough time, this spell allows the mage to quickly teleport massive objects (or multiple objects) to or from a particular location. To cast this spell, the mage must first touch the item to be “charged.” Then, when he (or a person designated by him) casts the Teleport spell (or any of its variants) on the item, some or all of the power needed for the spell is drawn from the item, reducing the final energy cost to cast the spell. Excess energy is lost once the item is teleported. Duration: Permanent. Cost: 1 point per 5 points of energy “fed” to the battery (minimum 1), plus the cost of the energy. Time to Cast: 10 seconds per point of energy to be “fed” to the battery. Prerequisite: Enchant, Teleport Magic Item: Any item can be given a permanent, self-charging store of energy for a cost of 100 points, plus 10 points per point of storage space. Teleport Object Regular, resisted by IQ This spell is identical to the Teleport Other spell except that it will only affect inanimate objects. In order to cast this spell, the mage must touch the item. If the item is held, worn or carried by an unwilling subject, the owner gets a roll vs. IQ to resist. Duration: Instantaneous. Cost: 3 per 50 lbs. of material (minimum 3), plus long-range modifiers. Time to Cast: 5 seconds. Prerequisites: Magery, Apportation. Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Turn Gravity Area Gravity is turned 90 degrees, so things seem to “fall sideways”. Creatures caught in the area of effect start to move as if they were falling (e.g. accelerating to terminal velocity in the direction the gravity is going, taking damage if they hit anything along the way.) Once characters get to the edge of area of effect, their gravity goes back to normal, but any motion they had is retained. This means that a person “falling sideways” would suddenly fall to the ground and skid in his original direction of travel. Duration: 1 minute Base Cost: 3 per hex, 1 to maintain. An area can have its gravity permanently turned for 25 times the base cost. Prerequisite: Magery, Increase Gravity Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Winged Object Regular This spell makes an object grow wings and fly, with the color, shape and size of the wings are up to the mage. The spell has both an offensive and defensive use. If used offensively, the winged items can fly at a target, acting as missiles with SS13, Acc +1, 1/2D 20, Max 40. If they hit, they do the same damage (usually thrust/crushing) they would do if hurled by a man with ST15. If used defensively, the winged items attempt to evade capture. They fly at Move 20 and have an effective Dodge of 12. Duration: Instantaneous if used offensively, 1 minute if used defensively. Cost: 1 per pound of weight. Double cost if the object is to be used offensively. Prerequisite: Poltergeist

Necromantic Spells
Restore Body (VH) Enchantment This spell allows a mage whose body has been destroyed, but whose soul still exists, to recreate his body. To cast the spell, the mage must have a cauldron large enough to hold his new body, and he must fill it with at least $10,000 worth of rare, possibly illegal magic ingredients. To complete the spell properly, the mage (or his servant) must toss in a handful of grave dust from the mage’s father’s grave and a pint of blood from one of the mage’s enemies. Finally, a servant of the mage must willingly cut off his own hand and toss it into the cauldron. (This requires a roll vs. Will-4 on the part of the servant. One roll is allowed per turn, but a critical failure means that the servant freezes and cannot follow through. Add +2 to the roll for Fanaticism or High Pain Threshold.) When all of the ingredients have been added, the mage recites the final incantation and his restored body emerges, naked, from the cauldron. If the mage does not have all the necessary ingredients, he can still cast this spell, but he produces a weak, shriveled, hideous parody of his former body. In this case, the body has half the mage’s normal ST, HT and HP. It also has Hideous Appearance and The Draining disadvantages. Cost: 100 points. Prerequisite: Avada Kedavra, at least 20 Necromantic spells. Soul-Sucker (VH) Enchantment This insidious enchantment makes anyone who touches the item gradually more emotionally dependent on it while simultaneously sucking away their health and personality. When a character uses or touches the object, he must roll vs. Will or become attached to the item. The subject will hold it constantly and will want to use it as often as possible. They must roll vs. Will to avoid using or carrying the item at every opportunity. If he critically fails his Will roll, or if he fails three Will rolls over a period, he becomes addicted to the item. Treat this as the Addiction disadvantage, with -10 to withdrawal rolls. Unless the victim can make a Will roll, he will never willingly let the item out of his sight and will carry, wear or use the item at all times. He treats the object as if it were precious and irreplaceable. If the item is stolen or taken from him, character they must do everything he can to get the item back. If the item

is permanently lost or destroyed, either he will become morose and useless for 3d days, or he will develop an obsession to look for the item or to restore it. Whenever the subject uses the item, he must roll vs. HT or lose one point from either ST or HT. Lost HP or Fatigue is restored normally. On a critical failure, the subject permanently loses a point from ST, DX, IQ or HT (roll randomly to see which). If any attribute is reduce to less than half, the subject will fall sick. If any attribute is reduced to 0, the subject will die. This spell can be combined with either the Steal Strength or Steal Health spells. If the spells are combined, ST or Fatigue lost by the user is magically channeled to the mage who created the item. Unfortunately, if the item is combined with these spells, the magic “channel” created can injure the mage. The mage takes half damage from any damage to the item. If the item is destroyed, the mage takes an additional 1d damage. At the GM’s option, the mage might also feel pain or suffer other effects from damage done to the item. This spell can only be countered by Remove Curse. This is also an Enchantment spell. Cost: 350 points, double cost if the mage incorporates either the Steal Health or Steal Strength spells, triple cost if he incorporates both. Prerequisites: Enchant, Steal Health, Steal Strength, Enslave. Unlife (VH) Enchantment This spell keeps the mage from dying if his physical body is destroyed. It is similar to the Soul Jar spell, but the mage’s soul is free to wander rather than being trapped in an item. When the spell is cast, you are unaffected until your body dies. The death of your body will not kill you, instead, your soul is free to wander. While in spirit form, you can still see and hear normally, and you can cast any spell you know at skill 21 or above (i.e., usable without speech, gesturing or a wand). You may communicate at a distance via telepathy-type spell, if you know any - or by direct mental contact, without a spell, by moving into the same hex with a person. Your ST, for fatigue purposes remains the same as it was when you had a body. You may not spend HT to cast spells, however. You may also attempt to possess people by moving into their hex and using the Possession, Permanent Possession, or Exchange Bodies spell, if you know such a spell. In that case, the victim’s soul remains in his body but is “suppressed” by your soul. If you wish, you can allow some or all of the victim’s soul and/or personality to manifest, but you are in charge at all times and the victim will not be aware of your presence. While possessed, the victim assumes that he has “blacked out” although he might guess that something suspicious is going on. Unfortunately, possession has severe negative effects on the victim’s body. When you first possess the body, and every day that you remain in that body, the victim must roll vs. HT, adding any levels of Strong Will and subtracting any levels of Weak Will or lose 1 HT. When HT is reduced to half, the victim becomes weak and delirious (-2 to IQ, DX and ST). When HT is reduced to 0, the victim dies. Duration: Permanent. Cost: 20 points. Time to Cast: 10 minutes. Prerequisite: Magery 2, Soul Jar.

Plant Spells
Create Bouquet Regular This spell creates a large bunch of very attractive flowers, of the type(s) determined by the mage, which last for the duration of the spell. This is also an Illusion and Creation spell. Duration: 1 day Cost: 1 to cast, same to maintain. Can be made permanent for 3 points. Magic Item: (a) Wand, Staff or Jewelry. Energy Cost to Create: 100 points. (b) Vase or other container for holding flowers. Energy Cost to Create: 50 points. Dart Missile

This spell creates a long, sharp thorn that the mage can throw at a target. If it hits its target, the thorn will do Impaling damage otherwise, it vanishes. The missile has SS 12, Acc +3, 1/2D 30, Max 60. It is targeted using the Spell Throwing skill and does 1d-1 Impaling damage per energy point put into the spell. The exact form of the dart depends on the mage - it can look like an arrow, crossbow bolt, javelin, sport dart or similar item the mage can imagine. Fans of the Appleby Arrows quiddich team used to use this spell to create arrows that they shot into the air when their team won. Though they shot the arrows into the air (where they vanished once they reached Max range), the practice was banned after an accidental injury occurred in the late 19th century. Duration: Instantaneous. Cost: 1 to 3 points. The spell does 1d-1 damage per point of damage. Time to Cast: 1 second per energy point used to cast the spell. Prerequisite: Create Plant. Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points. Potato Ears Regular, resisted by HT This spell makes potatoes (or any other plant specified by the mage) grow out of the victim’s ears. This gives the victim the equivalent of the Hard of Hearing disadvantage. Duration: 1 day. Cost: 3 points, 2 to maintain. Prerequisite: Magery, Create Plant, Plant Growth.

Protection and Warning Spells
Alarm This spell can produce any loud noise and can trigger under any condition set by the mage. Barrier Line Area This spell acts as a selective Force Dome. To cast the spell, the mage must physically draw a line on the ground. To casual observers, the line looks like an ordinary line, but when a character or type of character specified by the mage tries to cross the line, they cannot do it. Other characters can pass over the line normally. Affected characters who attempt to cross the line are hurled backwards as if the Poltergeist spell had been cast on them. Attempts to throw or pass physical objects across the barrier (including weapons) likewise fail, but characters can cast spells or project other forms of energy across the barrier. At the mage’s option, the barrier line can be Linked to another spell that triggers when a particular character (or type of character) character attempts to cross the line. Duration: 1 minute. Base Cost: 2 to cast, half to maintain. Prerequisite: Poltergeist, Missile Shield, Sense Life Magic Item: This spell can be made permanent until dispelled by the mage for 10 times the basic cost. Create Patronus Regular This spell creates a Patronus, a powerful protective spirit unique to the mage who casts the spell. When the spell is cast, to other characters it appears that silvery strands shoot from the mage’s wand, staff or fingertip. To the mage, it appears that a shimmering, silvery creature appears and charges towards the mage’s foes. A patronus doesn’t have a physical body as such. Instead, it is the embodiment of the mage’s hope, happiness, goodness and will to live. “Evil” creatures such as demons and dementors must make a Fright Check at -10 when they see the patronus. If they fail the roll, they flee in panic and will not disturb the mage or his companions for at least an hour after the patronus leaves. At the GM’s option, a patronus might also protect the mage against corporeal creatures or people who are trying to harm the mage. These foes must make a Fright Check at -4. A patronus has no effect on creatures or people who mean the mage no harm.

Duration: 1 minute. Cost: 5, 3 to maintain. Prerequisite: Magery 3, Force Dome, Cheer & Bravery (Mind Control), 5 other Protection and Warning spells. Fidelity’s Secret Enchantment This strange, powerful spell allows the mage to keep a secret by entrusting it to another person. As long as the secret-keeper keeps the secret, nobody specified by the mage can know the nature of the secret, even when it should be obvious. For example, as long as the location of an object is kept secret, it could be “hidden” in plain sight. If the secret-keeper reveals the secret, however, the spell ends. To cast the spell, both the mage and a willing secret-keeper must be present for the entire duration of the enchantment. Cost: 20 points for a trivial secret (e.g., the location of a relatively unimportant item), 50 points for a minor secret (e.g., the location of an important item), 100 points for a vital secret (e.g., the mage’s location). Prerequisite: Enchant, Invisibility, Suggestion, 10 other Protection and Warning spells. Magic Watch Area This spell detects the use of magic in the area. When someone casts a spell in the area of effect, the mage will know that magic was cast, as well as the college of the spell. If the mage knows the spell himself, he will know the specific spell used. Duration: 1 day. Base Cost: ¼ to cast, half to maintain. Time to Cast: 10 seconds. Prerequisite: Watchdog, Detect Magic Obscure Terrain Area, resisted by Spell This spell makes an area of terrain “disappear” from mundane magical maps. It also makes spells or mundane sensors that provide information about the area give false or random results. Unless they can win a Contest of Skills against the Obscure Terrain spell, spells such as Mapmaker, Pathfinder, and Determine Location will all give random results. Unless the mage wins the Contest of Skills, he will not realize that the area was protected by a spell. If the area affected by this spell is part of a larger area covered by an Information spell, the obscured area appears as another typical part of the landscape. This spell will also interfere with attempts to make mundane maps. Anyone attempting to make a map of the obscured terrain must roll vs. Cartography, Electronics Operation (Geographic Information Systems), Surveyor, or Geography skill at -10 to accurately map the area. If they fail their skill roll, they ignore the affected area producing an inaccurate Map. This is also an Illusion and Creation spell. Duration: 1 day. Base Cost: 1/20, same to maintain. (minimum 1, 1) Time to Cast: 1 minute. Prerequisite: Scrywall. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can have this spell permanently cast on it for 25 times the base cost. Author: Adapted from the Net. Open Door Regular, resisted by Spell This spell physically opens any portal, including locked doors and secret passages. If a portal is protected with a spell that keeps it closed or conceals its location, the mage must win a Contest of Skills to open the door. Once opened, the portal will remain in place unless physically or magically closed by a deliberate action. Natural forces such as wind or water will not close the door. Duration: Instantaneous. Cost: 6 points. Prerequisite: Magelock. Selective Admittance Regular, resisted by Spell

This makes an otherwise solid surface insubstantial to people specified by the mage when the spell is cast. For this spell to work, the surface must be no more than 1 foot thick and/or it must open into alternate plane or extradimensional space. To characters not specified by the spell, the surface appears to be normal, although magically aware viewers will be able to recognize it for what it is if they can make a roll vs. IQ + Magery. If desired, the surface can appear to be unaltered or it can change to form a door or other portal when people of the selected class touch it. This is also a Gate spell. Duration: 10 seconds. Cost: 4 per hex of door size, same to maintain. Prerequisite: Create Gate, Selective Barrier. Time to Cast: 5 seconds. Magic Item: This spell can be made permanent on an area for 50 times the base cost. Warning Tattoo Enchantment This spell creates a tattoo on a willing subject that glows, becomes visible, tingles or otherwise makes itself obvious when the mage wishes to communicate with the subject. Cost: 20 points. Prerequisite: Alarm, Suggestion.

Sound Spells
Ear Plugs Regular, resisted by IQ This spell blocks all sound, or certain types of sounds set by the mage, from the subject’s ears. Unwilling subjects get a roll vs. IQ to resist. This spell is commonly used to protect against dangerous or harmful sounds. Magic spells that use sound to harm the character must win a Contest of Spells against the Ear Plugs spell before they can harm the subject. Duration: 10 minutes. Cost: 3, 2 to maintain. Prerequisite: Hush Item: Ear Muffs. When worn, these magically enhanced earmuffs completely deaden sound, protecting the subject from harmful noise, but effectively rendering him Deaf. Message The Harry Potter version of this spell sends a magical message to someone in the form of a silvery dart that looks something like a small, ghostly bird. If the sending mage wishes, it is possible to retrace the flight of the dart, so that the recipient can come directly to the caster’s location. Minor Sound Regular This spell creates any sharp, sudden noise, like a scream, squeak, whistle or small explosion. Noises created with this spell are not loud enough to do harm, but might startle or annoy listeners. Duration: 1 second. Cost: 1 point, same to maintain. Sing-Along Regular This spell produces a golden ribbon that shapes itself into the words of a song, presenting the appropriate words in time with the melody. At the GM’s option, this spell might produce other methods of presenting the words to the song, such as glowing letters with a “bouncing ball” that appears over the word to be sung. The ribbon hovers over the caster's head and is large and bright enough that anyone within 20 hexes can see the words in normal lighting. This spell gives +2 to rolls to Singing or Bardic Lore skills to properly sing a song that requires words. For double cost, this spell will produce not only the words but also the musical staff. This allows musicians and singers to “sight read” an unknown piece of music at -4 to skill. If they already know the piece of music to be sung or played, it gives them +1 to the appropriate Music Skill.

Duration: 10 minutes. Cost: 3, 1 to maintain. Prerequisite: Literacy, Musical Scribe and the Bardic Lore or Singing skill at 10+. To produce a musical scale, the mage must also have the Musical Notation skill at 10+ or any Musical Skill at 12+. Whisper Regular, resisted by HT This spell reduces the subject’s voice to a whisper, giving listeners -4 to hear the subject beyond 1 hex distance, or at any range if there is loud background noise. It counters and is countered by the Great Voice spell. Unwilling subjects get a roll vs. HT to resist. Duration: 10 minutes. Cost: 3, 2 to maintain. Prerequisite: Voices, Silence.

Technological Spells
Magic Signal/TL Regular This spell allows an electronic device to produce electromagnetic waves on a magical frequency that can’t be detected by mundane radio receivers. At TL6, this spell allows the mage to produce magical radio, sonar or radar waves. At TL7, it can produce magical TV or microwave signals. While signals produced by this spell are impossible to detect with mundane sensing equipment, sensing equipment with this spell on it will detect the appropriate sort of magic signals normally. Likewise, spells such as Detect Magic will sense the presence of an active magic signal emitter or receiver in the area. This is an Energy sub-college spell. Duration: 10 minutes. Cost: 3 to enchant a magical receiver, 3, plus 1 per every mile of transmission distance to enchant a magical emitter, half to maintain. Prerequisite: Noise, Conduct Power. Time to Cast: 1 second per point of base cost. Item: This spell can be permanently cast on an item for 50 times the base cost.

Chapter 7 - Alchemy and Potions
Most of the Elixirs from GURPS Magic and Grimoire are available. In the world of Harry Potter, alchemical preparations can be brewed much more cheaply than the listed prices in GURPS Magic. Prices might be more in line with the rules for Industrial Alchemy on GURPS Technomancer p. 48. Time to Brew Elixirs: Basic alchemical preparations might take as little as an hour to prepare the ingredients and another hour to brew the elixir. Divide the time required to brew most elixirs by 5. Cost of Ingredients: Simple elixirs can be brewed much more cheaply than the rules in GURPS Magic would suggest. Basic ingredients might cost as little as $5.00. More powerful and/or dangerous elixirs take longer to brew and cost much more money. Divide the cost of elixir ingredients by 10. At Hogwarts, rare, dangerous and expensive ingredients are locked away in the elixir master’s office. A roll vs. Fast-Talk or a suitable distraction followed by a quick Stealth roll is required to acquire such goods illicitly. Older students can just buy what they need at Dervish and Banges. Final Price of Elixirs: Because elixirs can be made more quickly, and presumably can be made in larger batches, the GM should feel free to reduce the final price of elixirs accordingly, quartering the price for most elixirs and dividing the price by 10 for extremely common or cheap ones. Rare and/or dangerous elixirs do not drop in price, especially if they are restricted or illegal. Forms of Elixirs: While the “default” form for most elixirs is the Potion form, elixirs can be made into any other form - pastille, powder or unguent. Candies that have spell-like effects can be treated as alchemical pastilles.

Modified Potions Summary Table
The following table gives a summary of the various elixirs and their availability in the world of Harry Potter. Production times, material costs and prices are all greatly reduced.
Name
Animal Control Cadmus Castor Ibycus Melampus Cosmetic Hair Growth Hair Removal Sunblock Tooth Care Weight Loss Combat Abilities Achilles Antaeus Ares Atalanta Heracles Hermes Orion Theseus Hostile Bellerophon Eris Hecate Juno Narcissus Nemesis Phobos Philocetes Priapus Sisyphus Tantalus Thanatos Tithonus Magic Abilities Agni Aphrodite Circe Daedalus Delphi Ephialtes Gigantic Growth Hector Kouon Liche Medea’s Ointment Moly Odysseus Poseidon Tiresias Tyche Medical Aesculapius Athena Aurora Birth Control Ceres Charon Chiron Epimenides Gorgon Blood Hebe Hydra

Effect
Dragonslaying Horse-Taming Bird Control Beast Speech Hair Growth Hair Removal Sunblock Tooth Care Weight Loss Invulnerability Endurance Combat skill Speed Strength Stealth Encumbrance Leadership Odiousness Madness Unluckiness Jealousy Self-Love Hatred Fear Weakness Lecherousness Frustration Foolishness Death Aging Fire Resistance Attractiveness Transformation Flight True Sight Water-Walking Enlargement Pain Resistance Gambling Luck Liche immortality Fire Immunity Magic Resistance Invisibility Water-Breathing Lich Transformation Luck Health Calming Awakening Birth Control Fertility Final Rest Healing Long Slumber Poison/Resurrection Youth Regeneration

Duration
I 2d h 3dx5 m 2d m P P 4h 1 mo. P 1d+1 h 1d h 1h 3dx4 m 1h 1h 1d+1 h 1d h 1d+2 h 1d h 1d 1d h 1d+1 1h I 1d h/ 1d m 1d h 1d 1d h/1d m I I 1d 2d+1 h 2d 1 1d m 3d x 4 m 1d 1h 1h n/a 1d+1 h 1h 1d x 10 m 1d h n/a 2d h I 2d I 3 mo. 1h 1w I P I I P

Availab.
A A A A A A A A A, L R A G A A G A R G D D G A, L D A, H G A, L D G D A, L A, H A A, L A A A A A G, L No S A A, L A No A, L A A A A A, L A, L A A S R A

Time
2d 2d 2d 3d 1d .5 d .5 d .5 d 3w 1w 1w 3d 3d 2d 3d 1d 7d 1w 1d 1w 3d 4d 1d 1d 2d 1.5 d 4d 3d 3d 4d 1d 4d 2w 1w 5d 4d 4d 3d 5d n/a 1w 1w 2w 1d n/a 1.5 d 5d 3d 4d .5 d 4w 2d 1d 4w n/a 10 w 6w

Pen.
0 0 0 0 0 0 0 0 -2 -3 0 -1 0 -1 -1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 -2 -1 0 -1 0 -1 n/a -2 -2 -3 -1 n/a -2 -1 0 0 0 -4 0 0 0 n/a -8 -3

Cost
60 50 20 30 4 3 2 2 100 100 30 150 20 10 30 20 40 30 10 40 50 20 125 50 50 20 10 250 10 30 30 10 80 50 20 15 50 20 200 n/a 100 50 100 50 n/a 100 20 10 15 1 15 10 50 450 n/a 600 30

Price
130 250 55 85 12 10 5 5 300 210 140 350 55 25 500 30 160 170 400 3000 40/750 75 500 100 750 50 650 500 800 400 50 60 300 300 55 70 200 60 900+ n/a 200 160 600 100 n/a 200 75 50 50 5 60 50 120 900 500 2500 500

Page
p. M100 p. BE122, MI1 113 p. M100 p. M100 p. TM49 p. TM49 p. TM49 p. TM50 p. TM50 p. M100 p. M100 p. M100 p. M100 p. M100 p. M100 p. M100 p. M100 p. M100 p. M100 p. MI1 113 p. M100 p. M101 p. M101 p. M101 p. M101 p. M101 p. M101 p. M101 p. M101 p. M101 p. M101 p. MI1 113 p. M101 p. M101 p. M101 p. M101 Fr. Ch42 p. MI 113 p. MI 113 p. UN71 p. GR95 p. MI 113 p. M101 p. M101 p. UN43 p. M101 p. M101 p. MI 114 p. MI 114 p. TM50 p. M101 p. TM50 p. M101 p. M101 P GR94 p. M101 p. M101

Immortality Janus Life Morpheus Persephone Pluto Mental Abilities Analeptic Alzabo Apollo Artemis Autarch’s Elixir Epimetheus Orpheus Prometheus Mental Control Eros Pan Philemon Pirithous Polyphemous Skills Argus Marsyas Syrinx Vulcan

Unaging Antidote Immortality Sleep Resurrection Reanimation Life Experiences Foreknowledge Immunity to Love Race Memory Memory Charisma Wisdom Love Drunkenness Friendship Forgetfulness Gullibility Vision Music Hearing Craftsmanship

P I/1d m P (16-HT) + 8 h n/a I n/a I 2d h n/a 1h 1d h 1h P 1d h 1d h/ 3d m 1h 1d h 3dx5 m 1d h/2d m 3dx5 m 1d h

S A S A, L No D No R A n/a A A A A, L A, L A, L A, L, H G A A A A

n/a 3d n/a 1d n/a 2w n/a 2w 4d n/a 1.5 d 4d 1d 4d .5 d 3d 4d 3d 2d .5 d 1.5 d 5d

n/a -2 n/a 0 n/a -2 n/a 0 0 n/a 0 -1 -1 -2 0 0 -3 0 0 0 0 -1

n/a 25 n/a 50 n/a 200 n/a 20 10 n/a 40 10 60 60 10 30 10 15 25 15 15 40

n/a 40 2000 120 n/a 600 n/a 400 50 n/a 150 35 150 200 20 60 70 150 40 30 30 110

p. J99 p. M101 p. Ch42 p. M101 p. M102 p. M102 p. N90 p. M102 p. MI1 114 p. N90 p. M102 p. M102 p. M102 p. M102 p. M102 p. M102 p. MI1 114 p. MI1 114 p. M102 p. M102 p. M102 p. M102

Notes
Name: This is the name of the elixir. Effect: This is a summary of the elixir’s effects. Duration: This is how long the elixir lasts. Availabil.: The availability of the elixir. A = Commonly available. D = “Dark Art,” not available for sale, except on the black market, information is well hidden. Elixirs in this category are probably illegal to own or to use. G = “Gray art,” not easily available and information is hard to find. H = The method of making the elixir is taught at Hogwarts. L = subject to some form of legal control by the Ministry of Magic. No = The elixir is not available. R = Rare, not available on the open market, information is hard to find. S = Secret or not yet invented. Time: The time needed to make the elixir Pen.: The skill penalty to make the elixir. Cost: The cost of the ingredients needed to make the elixir, in $. Price: The market price of the elixir in $. The number before the slash is the cost in a world where alchemy is common, the price after the slash is the cost worlds where it is rare. Page: The page reference. /: The elixir has different effects in different forms. d: days. h: hours I: Instantaneous. The elixir takes effect immediately. m: minutes mo.: month P: Permanent. The elixir’s effects are permanent.

w: weeks.

New Elixirs
Name
Belch Powder Boils Potion Burn Ointment Cleaning Solution Cleansing Solution Confusing Concoction Deflating Draft Defusing Potion Dung bombs Growth Solution

Effect
Belching Boils Heals burns Cleaning Cleans wounds Confusion Counters Swelling Destroys explosives Foul Smell Growth

Duration
1d m 1h P I I 3d m P P 1d m P/1 h

Availab.
A A A A A A, H A A A A

Time
.5 d .5 2d 1d 1d .5 d 1d 1w 1d 1w

Pen.
0 0 0 0 0 0 0 0 0 -1

Cost
1 10 50 2 25 25 50 100 2 200

Price
3 25 120 5 50 50 100 450 5 500

Hair Straightener Lycanthropy Potion Mandrake Restorative Draught Pepperup Potion Pet Tonic Polyjuice Potion Shrinking Solution Skele-Gro Swelling Solution Veritaserum

Straightens Hair 1d Controls Werewolves 1w Cures Petrifaction & Paralysis P Cures respiratory illnesses Improves Animal Health Change Form Shrinking Regrows bones Engorgement Truth Saying I 1w 1h 1h P 2d h 1h

A R R A A R, L A, H A A, H, L A, L

.5 d 2w 1 d+ 1d 1d 4w .5 d 2w .5 d 4w

0 -2 -1 0 0 -2 0 -1 0 -4

1 250 100 or 1000 10 2 100 50 100 50 500

5 1000 3000 20 5 500 100 400 100 5000

Notes Belch Powder: This is a simple alchemical preparation. When slipped into a person’s food or drink, it makes them belch loudly and frequently for 1d minutes. The victim gets a roll vs. HT to resist. This might be embarrassing in some situations, but Belch Powder is mostly used as a schoolboy prank. ½ day to make, $1 in ingredients, $3 final cost. Boils Potion: This elixir makes anyone who ingests or touches it break out in boils, as if the Boils spell had been cast on him. It is countered by the Remove Blemish or Minor Healing spells or by the Deflating Draft or Janus elixirs. Effects last for 1 hour. ½ day to make, $10 in ingredients, $25 final cost. This potion has very few legitimate applications, although it is taught as an introductory alchemical exercise. Burn Ointment: This elixir usually appears as an orange paste. It has the same effect as the Cure Burns spell. 2 days to make, $50 in ingredients, $120 final cost. Cleaning Solution: This elixir is typically either made into a powder or a potion. It is not ingested. Instead, it is sprinkled or poured onto the area that the user wishes to clean. Once applied, it acts as if the Clean spell had been cast on the object. ½ day to make, $2 in ingredients, $5 final cost. Mrs. Skour’s AllPurpose Magical Mess Remover is the best known brand of this elixir. Cleansing Solution: This elixir cleans out wounds, killing bacteria and removing dead tissue and foreign objects while leaving healthy tissue intact. It is usually made into a potion which is purple and produces smoke on contact with the wound. 1 day to make, $25 in ingredients, $50 final cost. Confusing Concoction: If ingested, this elixir makes the subject act as if the Confusion spell had been cast on him. The subject gets a roll vs. IQ to resist; otherwise he is affected for 3d minutes. ½ day to make, $25 in ingredients, $50 final cost. Deflating Draft: This elixir reduces swelling caused by spells, disease or injury. It cancels the Swelling Solution elixir and spells such as Engorgement. 1day to make, $50 in ingredients, $100 final cost. Draught of the Living Death: This is a powerful sleeping draught. Its effects are identical to those of the Epimenides elixir described on p. M101. Defusing Potion: This elixir is available as a potion. It keeps objects placed in it from exploding. This ruins mundane explosives such as gunpowder. It also destroys “one shot” magic items that use fire or force to do damage. Other magic items that use fire or force will not work as long as they are covered with the potion, but work normally once it is removed. A “dose” is about a gallon of liquid - enough to completely immerse several pounds of conventional explosive or a large magic item. 1 week to make, $100 in ingredients, $450 final cost. This potion is vital to the American wizarding game of Quodpot. Dung bombs: These are magical stink bombs, usually made in pastille form. When they strike a hard surface, they activate, filling a 1 hex radius area with a foul smell for 1d minutes. Anyone in the area of effect must roll vs. Will to stay. People outside of the area of effect but in the same immediate area must roll vs. Will+2. Each additional dung bombs give -1 to Will rolls. 1 day to make, $2 in ingredients, final cost $5. They are also called Stink Pellets. Growth Solution: This elixir makes a living creature grow. If it is immature, the elixir makes it age towards maturity, at a rate of 1 year per dose. If the subject is already mature, it makes them grow in size, as if the Enlarge spell had been cast on them. Maturing effects are permanent, growth lasts for 1 hour. Each does counts as one “level” of growth, to a maximum of 3 levels. 1 week to make, -1 to skill, $200 in ingredients, $500 final cost. Hair Straightener: Applied as an unguent or a potion, this elixir makes the user’s hair straighten, lie flat and otherwise behave. Effects last for 1 day, but it takes 10 minutes to rub the elixir into the hair. ½ day to make, $1 in ingredients, $5 final cost. Lycanthropy Potion: This rare, new elixir lessens the curse of lycanthropy. When a werewolf drinks this potion before he transforms into wolf form, he does not turn into a ravening beast when he

transforms. Instead, he keeps his human mind and personality, allowing him to function as normally as he can while in wolf form. 2 weeks to make, -2 to skill, $250 in ingredients, $1,000 final cost. Mandrake Restorative Draught: This elixir counteracts all forms of petrifaction and paralysis, whether caused by spells, injury or disease. It takes 1 day to make and is at -1 to skill. It requires $100 in ingredients, plus chopped magical mandrakes. It takes at least 6 months to grow magical mandrakes from seedlings, plus the attendant risks while harvesting them. If the mage can’t grow or find his own mandrake, add a further $1,000 to the cost of the spell, if the GM rules that mandrake root is available at all. The final cost is $3,000. Pepperup Potion: This elixir is commonly made into a potion. When consumed, it cures colds and other minor respiratory illnesses, but extremely peppery and has the magical side effect of making smoke emerge from the subject’s mouth for several hours thereafter. 1 day to make, $10 in ingredients, $20 final cost. Pet Tonic: This is a common veterinary remedy. The elixir is usually made into a potion, although pastilles are almost as common. When administered to an animal, it gives the beast +1 to HT, and generally improves the creature’s mood, behavior and physical conformation. It has no effect on transformed animagi or werewolves. Different variants of this elixir are specialized for different types of creatures, e.g., rat tonic, owl tonic, etc. These give +2 to effective HT. It takes 1 day to produce the elixir and $2 in ingredients. The final cost is $5. Polyjuice Potion: This elixir is usually made into a potion. When consumed, it turns the drinker into an exact duplicate of another person for 1 hour. In their new form, the subject gets all of the duplicated person’s physical attributes, advantages and disadvantages. Their mental attributes, advantages, disadvantages and skills remain unchanged. Physical skills are modified by the subject’s new form. The effects of the potion last for 1 hour, at the end of that time, the subject gradually regains their own form over a period of 1d minutes. To be effective, this elixir requires that the subject add a bit of skin, hair, blood, or other body part from the person to be imitated to the potion just before it is consumed. This elixir will not turn people into animals. If the subject mistakenly adds an animal hair to the potion, he turns into a humanoid version of that animal with the outward physical characteristics of the animal (e.g., fur, ears, eyes, tail), but none of the advantages or disadvantages. This humanoid form is permanent unless removed by magic. It takes 4 weeks to brew the potion, -2 to skill, $100 in ingredients, $500 final cost. Use of this elixir is regulated by the Ministry of Magic. It is illegal to imitate another person with the intent to commit fraud or any other crime. Shrinking Solution: This elixir is the opposite of the Growth Solution. It is usually produced in Potion form. When it is consumed, the first three doses shrink the subject as if the Shrink Other spell had been cast on them, to a maximum of 3 levels of Shrinking. Then, it begins to make the subject younger, at the rate of 1 year per dose, until the subject has been reduced to a newborn baby. Subsequent doses have no further effect. This elixir cancels the Growth solution, as well as spells that make the subject grow, such as Enlarge. The effects last for 1 hour. ½ day to make, $50 in ingredients, $100 final cost. Skele-Gro: This elixir is usually made into a potion. When consumed, it allows the subject to regrows missing or damaged bones, as if the regrow bones spell had been cast on him. 2 weeks to make, -1 to skill, $100 in ingredients, $400 final cost. Swelling Solution: This elixir is usually made as a potion. If it is applied or splashed on the subject’s body, it makes the body parts it touched grow to gigantic size as if the Engorge spell had been cast on them. Again, the subject is allowed a HT roll to resist, but at -2 per dose. The effects last for 2d hours. ½ day to make, $50 in ingredients, $100 final cost. This elixir has few polite, practical applications. Deliberate use of this elixir on an unwilling subject can be considered a crime. Veritaserum: This elixir is an alchemical “truth serum.” When it is ingested, the subject must roll vs. IQ at -2 per dose consumed or tell the complete truth in response to any question put to him. The effects last for 1 hour. 4 weeks to make, -4 to skill, $500 in ingredients, $5,000 final cost.

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