Saturday, 25 January 2020

Sorcery: Psychic Spells

Sorcery: Psychic Spells

My fantasy setting has multiple spellcasting traditions, all based on Sorcery. Most of them require you to replace the power modifier, forcing you to recalculate the spell's cost. I've found that it's somewhat of a chore. One of the traditions - psychic magic (based on the system from Occult Adventures for Pathfinder RPG) - is supposed to have a quite long spell list. I've converted all the appropriate existing spells for this tradition and converted some new spells from Occult Adventures. These new spells will appear as normal Sorcery spells in the next post. This post probably will get updated if I find any other appropriate spells.


Absorb Book
Keywords: None.
Full Cost: 6 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.

This spell lets the user devour the knowledge of a written work, effectively reading a book remotely. The caster must be able to see or touch the book to absorb it. Modify the casting roll for range penalties to the book (see p. B550). The caster must know the language of the book he is absorbing.
After a successful casting, the writing in the book gradually fades away (at a rate of 1 page per minute), leaving blank pages. The caster retains the information exactly as if he had carefully read the book.
The caster can maintain this spell for as long as he wishes without further concentration. If he switches to another book, he must stop reading his current book and cast the spell again.
If he fails to cast, he may try again, at a cumulative -2 per repeated attempt on that book in the past hour. Should he critically fail, he cannot absorb that book again for 24 hours.
Statistics: Mind Reading (Accessibility, Only on books, -50%; Costs Fatigue, 1 FP, -5%; Nuisance Effect, Writing disappears, -5%; Psychic, -30%) [6].

Accursed Triangle
Keywords: Resisted (Will).
Full Cost: 45 points.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: Instantaneous.

This spell affects anything with a soul and causes the caster to swap bodies with the subject, then shifts the caster’s mind into a mindless vessel in the environment (stone, tree, or similar), and then swaps the caster’s consciousness back into his original body while moving the subject’s to the object. This is instantaneous.
The subject’s body will live indefinitely – as a mindless shell with IQ 0 – if cared for, but the mind dissipates after a mere Will/3 seconds, rounded down. While the mind survives, it can use psi abilities, spells it knows well enough to cast without ritual, and so on, although it can perceive nothing and can touch only whatever its vessel is touching. After that time, the victim’s consciousness is gone. Magic capable of reuniting a mind and a body or possession magic can save the subject if cast in those Will/3 seconds. Dispel Possession won’t work, as the subject is not possessed.
On a critical failure, the would-be subject may place the caster’s mind and his own in his choice of the caster’s body, his own body, and some random vessel. Most targets imprison their tormentor in an inanimate object, killing the wizard in Will/3 seconds. Some also hijack the caster’s body.
Statistics: Affliction 1 (Will; Accessibility, Only on beings with a soul, -5%; Based on Will, +20%; Coma, Variant, +250%; Costs Fatigue, 2 FP, -10%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Critical Failure, -50%; Psychic, 30%) [45].

Affect Spirits
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.

This spell allows the subject to interact with incorporeal spirits as if they were solid. Any weapon the subject wields has the ability to harm spirits.
Statistics: Affliction 1 (HT; Advantage, Affect Spirits, +150%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [25]. Note: “Affect Spirits” is Blessed (Ghost Weapon) [15].

Akashic Form
Keywords: Buff.
Full Cost: 44 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 hour.
Range: Self.
Duration: One day.

You create a perfect record of your physical body in the Akashic Record at the time the spell is cast. The casting takes one hour of uninterrupted concentration. Make a copy of the your character sheet when this spell is cast. If you die, you revert to those statistics, losing any traits or character points acquired since then, and additionally losing 20 character points. When this happens, your corpse disappears, and you can either resume the place of your dead body (already wearing any clothing still attached to the corpse) or appear in any place you’ve been within 100 yards of where your corpse lies (but without any of your gear). You can have only one Akashic Form active at a time, any further attempts at casting this spell fail.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Akashic Form, +360%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 1 hour, -75%; No Signature, +20%; Psychic, -30%) [44]. Note: “Akashic Form” is Extra Life 1 (Copy, -20%; Cosmic, Cannot be found and tampered with, +100%) [36].

Alarm
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.

Alerts the caster at a specified time in the future, awakening him if necessary. It will also remind him of one thing (in effect, delivering a message), provided he specified that thing at the time the Alarm spell was cast. Can be set to “go off” up to a week from time of casting.
Statistics: Accessory (Alarm Clock; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].

Alertness
Keywords: Buff.
Full Cost: 14 points for level 1 + 5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.

You increase the target’s Per by 1 per level of this spell for 3 minutes. This spell only affects sapient (IQ 6+) beings.
Statistics: Affliction (HT; Accessibility, Only on sapient beings, -10%; Advantage, Alertness, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [14]. Additional levels add further Alertness to the Advantage enhancement (+50%) [+5]. Note: Each level of “Alertness” is Per+1 [5].


    Alter Dreamscape
    Keywords: Resisted (highest of Will or Dreaming).
    Full Cost: 19 points.
    Casting Roll: IQ.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: Instantaneous.

    This spell alters a person’s dream in any way. The sorcerer must either be in the subject’s dream via the Dream Visit or Dream Travel spell, or make a physical skin-to-skin contact with the sleeping subject.
    Statistics: Illusion (Accessibility, Only on sleeping subjects, -20%; Contact Agent, -30%; Costs Fatigue, 1 FP, -5%; Melee Attack, Reach C, -30%; Mental, +100%; Psychic, -30%; Requires IQ Roll, -10%) [19].

            Ancient History

Keywords: Information.
Full Cost: 6 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.

When cast on any inanimate object (or a 1-yard-radius section of a large object), Ancient History lets the caster get a general impression of an item’s history over a much greater time.
To cast Ancient History, you must touch the subject item or location, concentrate for one minute, and make an IQ roll. This roll is at no penalty for an event that occurred the same day, -1 for one that occurred up to 10 days ago, -2 if up to 100 days ago, -3 if up to 3 years ago, -4 if up to 30 years ago, -5 if up to 300 years ago, and so on. The limit is 1,000 years.
On a success, you receive the general impression of an item’s history. On a critical success, you experience an actual vision. No matter how well you roll, you cannot detect magic, spirits, etc. Still, a magic item, ghostly haunt, or ritual site is likely to have an emotionally charged history, giving strong impressions.
On a failure, you receive no impressions at all, and cannot attempt to read that object or place again for 24 hours.
Statistics: Psychometry (Accessibility, Limited to 1,000 years of the past, -5%; Accessibility, Only a general impression, -10%; Active Only, -20%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Sensitive, +30%; Psychic, -30%) [6].

Anticipate Thoughts
Keywords: Resisted (Will).
Full Cost: 10 points/level.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 minute.

This spell taps into the target’s mind (the target must be an IQ 6+ creature) so you get an impression of the actions it will take. The casting roll takes no range penalties. If the casting is successful, you gain a +1 bonus per level of this spell on to-hit rolls against the target and on all active defenses against attacks performed by the target. This spell can affect only one target at a time – recasting it to affect another target removes the previous effects.
Statistics: Defense Bonus 1 (Accessibility, Only against a single sapient target, -50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Link, +10%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/3, -10%; Requires IQ vs. Will Roll, -20%; Takes Extra Time 1, -10%) [6/level] + DX+1 (Accessibility, Only attacks against the subject, -60%; Fixed Duration, +0%; Link, +10%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/3, -10%; Requires IQ vs. Will Roll, -20%; Takes Extra Time 1, -10%) [4/level].

Astral Block
Keywords: Area (Leveled), Obvious.
Full Cost: 169 points for level 1 + 40 points/additional level (or more).
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 3 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Indefinite.

The sorcerer conjures a translucent dome that repels (or at least slows) all insubstantial creatures and attacks. Any insubstantial, astral, or ethereal creature wishing to cross the barrier may try to force its way through it as a free action (one attempt per turn): the foe rolls thrust damage and if this overcomes the Astral Block’s DR, it gets through. This does not dispel the dome, which simply seals closed behind it. Slams and collisions with the dome inflict their usual damage for the purpose of breaking through, but the collider takes no damage, as the dome absorbs kinetic force.
The dome gives DR against all insubstantial attacks.
In addition, insubstantial creatures within an Astral Block cannot become substantial, and vice versa. Thus, a sorcerer could not cast Ethereal Body within the area of a spell, while a ghost would be unable to use Solidify. A ghost already in a tangible state could not become insubstantial!
By default, Astral Block provides DR 10. However, more potent versions are available that multiply DR and full cost (actually 112.5 before rounding) by the same amount:
DR
Full Cost
10
169 points for level 1 + 40 points/additional level
20
271 points for level 1 + 65 points/additional level
30
374 points for level 1 + 90 points/additional level
50
579 points for level 1 + 140 points/additional level
100
1,091 points for level 1 + 265 points/additional level
Statistics: Damage Resistance 10 (Affects Others, +50%; Area Effect, 2 yards, +50%; Costs Fatigue, 3 FP, -15%; Force Field, +20%; Limited, Insubstantial, -60%; Link, +10%; Psychic, -30%; Ranged, +40%; Variable, Area, +5%; Visible, -10%) [103] + Static (Substantiality Changes; Area Effect, 2 yards, +100%; Link, +10%; Psychic, -30%; Ranged, +40%) [66]. Additional levels increase Area Effect (+50%) to both advantages [+40]. More powerful versions multiply DR by 2, 3, 5, or 10. Notes: “Does not damage those colliding with it” is a 0-point special effect of DR with Affects Others, Area Effect, and Force Field. As a special effect, this forms a hemispherical dome, not a cylinder.

Astral Projection
Keywords: None.
Full Cost: 30 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 10 seconds or lower (see below).
Range: Self.
Duration: Indefinite.

You leave your body behind, unconscious, while projecting your spirit to the Astral Plane. While there, you cannot cast spells or otherwise affect the world in any meaningful way. Your spirit form is visible, but insubstantial. This spell can be maintained indefinitely, but your body’s need to eat, drink, sleep, etc. effectively limits the duration to a day or so – longer if your body is left with friends, in a hospital, or otherwise cared for.
On the Astral Plane, projectors (but not native astral denizens) are attached to their body by a slim silver cord, which fades to invisible after about 20 feet. The cord always “points” in the direction of the projector’s body.
Unlike most spells, Astral Projection takes 10 or 11 seconds to cast instead of one or two. You can speed this up by taking -1 to skill for each second omitted (maximum -10).
Statistics: Jumper (World; Improved, +10%; Limited Access, -20%; Projection, Cannot affect new world, -50%; Psychic, -30%) [20]. Note: The Improved enhancement removes the auto-fail on 14+.

Astral Vision
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

This spell allows the subject to see invisible insubstantial entities. Examples include ghosts and subjects of Ethereal Body, Projection, or Astral Trip spells.
Statistics: Affliction 1 (HT; Advantage, Astral Vision, +150%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, 30%) [29]. Note: “Astral Vision” is See Invisible (Insubstantial) [15].

Aura
Keywords: Information.
Full Cost: 14 points.
Casting Roll: Per. Use IQ for analysis.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

The caster sees an aura around living beings. This aura gives the caster a general insight into the subject’s personality – the better the follow-up IQ roll, the better the insight. One a successful IQ roll, the aura also shows whether the subject has Magery, Magic Resistance, or Magic Susceptibility (and what level); whether the subject is possessed or controlled in any way; and whether the subject is in the grip of any violent emotion. A critical success on the IQ roll will detect “secret” traits, such as lycanthropy, vampirism, and unnatural longevity.
All living beings have auras; inanimate things do not. A zombie is detectable by his faint, death-haunted aura, while a vampire retains the aura he had in life. Illusions and created beings have no aura, so a successful casting of this spell distinguishes them from real persons.
Statistics: Detect Aura (Costs Fatigue, 1 FP, -5%; Psychic, -30%; Vision-Based, -20%) [14].

Avoid
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 105 points for level 1 + 25 points/additional level.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Unlimited.
Duration: 1 hour.

Makes the subject area unattractive to all sapient (IQ 6+) creatures except the caster. Entering characters will feel an intense unease, an urge to be somewhere else. The spell resists attempts to enter its area (roll caster’s IQ vs. searcher’s Will). Victims won’t be aware of the repulsion if it can act in a subtle way (e.g., you just felt like sitting in front rather than in the middle...).
This is a subtle spell, and GMs should roll in secret to see if it works. If it does, the victims should not be told “You can’t look in that closet,” but just “you see nothing.” The spell made them think they had checked the closet, or made each searcher think that another one had checked it... and so on.
If the subject resists, he cannot be affected by this spell again within 24 hours.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to compel the subject to avoid the area, -60%; Area Effect, 2 yards, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Independent, +70%; Persistent, +40%; Psychic, -30%; Rationalization, +20%; Takes Extra Time 2, -20%) [105]. Additional levels add Area Effect (+50%) [+25].

Awaken
Keywords: None.
Full Cost: 57 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.

You can neutralize ongoing sleep or unconsciousness caused by spells, powers, Afflictions, Affliction-like effects of the Side Effect and Symptoms enhancements. The subject must be a sapient (IQ 6+) creature. This requires a touch and a successful IQ roll, and costs 1 FP. Your casting roll is at 2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative 3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP! This spell also instantly wakes creatures that are asleep naturally.
Statistics: Healing (Accessibility, Only on sapient creatures, -10%; Accessibility, Only to stop sleep and unconsciousness, -60%; Affliction Only, -40%; Capped, 8 FP, 10%; Psychic, 30%; Reduced Fatigue Cost 7, +140%; Reliable 4, +20%; Xenohealing, Anything Alive, +80%) [57].

Awaken Construct
Keywords: Buff.
Full Cost: 213 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 hour.
Range: Touch.
Duration: Truly Permanent.

You imbue a construct (golem, robot, etc.) with sentience. The construct is granted additional 2d levels of IQ and loses the Reprogrammable and Slave Mentality disadvantages, if it had them. This spell is Truly Permanent – it cannot be dispelled, even with Remove Curse, and the effects do not stop working in no-mana zones.
Statistics: Affliction 1 (HT; Accessibility, Constructs Only, -25%; Advantage, Awaken Construct, +1,400%; Costs Fatigue, 6 FP, -30%; Extended Duration, Truly Permanent, +300%; Fixed Duration, +0%; Immediate Preparation Required, 1 hour, -75%; Melee Attack, Reach C, -30%; Negated Disadvantage, Reprogrammable, +100%; Negated Disadvantage, Slave Mentality, +400%; No Signature, +20%; Psychic, -30%) [213]. Note: “Awaken Construct” is IQ+7 [140].

Babble
Keywords: Resisted (Will).
Full Cost: 46 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Nine seconds.

This spell causes the target to break into a fit of bizarre, uncontrollable babbling. The target must be a sapient (IQ 6+) creature. The target loses its ability to speak coherently. The babbling gives +4 to Sense rolls to hear the target or -2 to its Stealth rolls, as the situation warrants. In some circumstances, it might also give -2 to reactions. In addition, anyone who hears the target’s babbling must roll a Fright Check. Creatures get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to the Fright Checks caused by this spell for an hour. Use the Confusion variant table from GURPS Powers, page 85.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Advantage, Babble, +240%; Based on Will, +20%; Costs 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/20, -25%) [46]. Note: “Babble” is Terror (Confusion; Hearing; Temporary Disadvantage, Cannot Speak, -15%; Temporary Disadvantage, Noisy 2, -8%) [24].

Bedtime Reading
Keywords: None.
Full Cost: 24 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: One period of sleep.

Cast on a particular book, scroll, or other written work the caster is touching before he goes to sleep, this creates a dream analog of the work, which he may continue to read as he sleeps and dreams. This can allow the caster to count sleep time as study time.
Statistics: Mind Reading (Accessibility, Only on books, -50%; Accessibility, Only when going to sleep, -30%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Immediate Preparation Required, 1 minute, -30%; Independent, +40%; Maximum Duration, One night, -5%; Melee Attack, Reach C, -30%; Psychic, -30%) [24].

Berserker
Keywords: Resisted (Will).
Full Cost: 28 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

The victim gains the Berserk (6) disadvantage (p. B124) for the duration of this spell. He goes berserk in any combat situation, regardless of whether he was wounded or not. This spell can only affect sapient (IQ 6+) beings.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Berserk, +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, 30%) [28]. Note: “Berserk” is Berserk (9) (Battle Rage, +50%) [-30].

Bind Spirit (Type)
Keywords: Resisted (Will).
Full Cost: 38 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

You can bind a spirit you can see or touch. Each class of spirits (banshees, spectres, manitous, etc.) requires its own spell. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will, applying the range penalties to the subject (p. B550).
If you win, your bound subject will obey your every command for 3 minutes. In effect, he temporarily gains the Reprogrammable disadvantage (p. B150), with you as his master. You do not have to maintain concentration to control the spirit.
If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, it breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s about to leap.
If you lose, you cannot attempt to control that spirit again for 24 hours, and he feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Class of Spirits, -60%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Independent, +70%; Psychic, -30%) [38].

Boost Intelligence
Keywords: Buff.
Full Cost: 31 points for level 1 + 20 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: Instantaneous.
Range: 100 yards.
Duration: Instantaneous.

This spell raises the subject’s IQ by 1 per level of the spell just long enough for a single die roll or short action – one Quick Contest, one attribute check, delivering a blow, readying a weapon, resisting a spell, throwing an object, etc. It cannot be used to increase a roll that represents several seconds of effort, such as a Regular Contest. The boosted attribute affects all secondary characteristics. This spell can be cast instantaneously while it is active, allowing the caster to use it as a response to an attack. This spell can only affect sapient (IQ 6+) creatures.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Boost Intelligence 1, +200%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, x10, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Reflexive, +40%; Sorcery, -15%) [31]. Additional levels add additional levels of Boost Intelligence to the Advantage enhancement (+200%) [+20]. Note: Each level of “Boost Intelligence” is IQ+1 [20].

Borrow Language
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: 1 mile.
Duration: Indefinite.

You can “tap into” the mind of a sapient subject you can see or hear, and borrow their language.  You gain a language at the subject’s comprehension level or Accented – whichever is less. The subject must know the language in question. If the distance between you and the subject becomes more than a mile, you lose the language!
Statistics: Telepathic Learning 4 (Costs Fatigue, 1 FP, -5%; Limited, One Language, -50%; Psychic, -30%; Reduced Time 2, +40%; Vision- or Hearing-Based, -15%) [9].

Borrow Skill
Keywords: None.
Full Cost: 17 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: 1 mile.
Duration: Indefinite.

You can “tap into” the mind of a sapient subject you can see or hear, and borrow their knowledge. You can borrow the equivalent of 4 character points (e.g., if you learned a Hard skill, you would know it at IQ+0). You cannot have more points in the skill than the person you’re borrowing it from does. If the distance between you and the subject becomes more than a mile, you lose the skill!
Statistics: Telepathic Learning 4 (Costs Fatigue, 1 FP, -5%; Limited, One Skill, -10%; Psychic, -30%; Reduced Time 2, +40%; Vision- or Hearing-Based, -15%) [17].

Bravery
Keywords: Buff.
Full Cost: 17 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.

You make the subject braver. The subject adds 4 level to his Will whenever he makes a Fright Check or must resist the Intimidation skill (p. B202) or a supernatural power that induces fear. He also subtracts 1 from all Intimidation rolls made against him. However, this bravery makes the subject overconfident. Treat this as having Overconfidence (p. B148) with a self-control number of 12. This spell can only affect sapient (IQ 6+) creatures.
Statistics: Affliction (HT; Accessibility, Only on sapient beings, -10%; Advantage, Bravery, +80%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [17]. Note: “Bravery” is Fearlessness 4 (Temporary Disadvantage, Overconfidence (12), -5%) [8].

Calm Emotions
Keywords: Resisted (Will).
Full Cost: 23 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

You can calm down a single creature. Only creatures with a racial IQ 6+ or less can be affected. This spell stops Berserk and prevents the subject from doing any destructive actions (he can still defend himself). Should the creature be attacked or injured, the compulsion breaks.
Statistics: Mind Control (Accessibility, IQ 6+ creatures only, -10%; Accessibility, Only to calm down, -30%; Costs Fatigue, 1 FP, -5%; Emotion Control, -50%; Independent, +70%; Psychic, -30%) [23].

Calm Spirit
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

This spell calms down any single spirit.
Statistics: Mind Control (Accessibility, Spirits Only, -40%; Accessibility, Only to calm down, -30%; Costs Fatigue, 1 FP, -5%; Emotion Control, -50%; Independent, +70%; Psychic, -30%) [10].

Charm
Keywords: Resisted (Will).
Full Cost: 58 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 3 minutes.

You can charm a sapient subject you can see or touch. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will, applying the range penalties to the subject (p. B550).
If you win, your charmed subject will obey your every command for 3 minutes. In effect, he temporarily gains the Reprogrammable disadvantage (B150), with you as his master. You do not have to maintain concentration to control the subject.
If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, it breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Independent, +70%; Psychic, -30%; Takes Extra Time 1, -10%) [58].

Cognitive Block
Keywords: Resisted (Will).
Full Cost: 44 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 day.

You create a mental block in the sapient target’s mind, impeding the flow of his thought process. The target gains the Absent-Mindedness (p. B122) disadvantage, loses the Single-Minded (p. B85) advantage if they had it, and can only cast spells by performing an All-Out Concentrate (or All-Out Attack in cast of attack spells) maneuver.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Absent-Mindedness, +15%; Disadvantage, Divine Curse (Can only cast by performing an All-Out maneuver), +50%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Single-Minded, +5%; No Signature, +20%; Psychic, 30%) [44].

Coma
Keywords: Resisted (Will).
Full Cost: 48 points.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: Instantaneous.

This spells induces a coma. The victim collapses, profoundly unconscious, and will likely die in days unless treated; see Mortal Conditions (p. B429). This spell can only affect sapient creatures.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Coma, +250%; Costs Fatigue, 2 FP, -10%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Takes Extra Time 1, -10%) [48].

Command
Keywords: Resisted (Will).
Full Cost: 33 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 second.

Give a sapient subject one immediate command – a word and a gesture, or at most two words – which the subject must obey. If the subject is unable to fulfill the command immediately or on his next turn, the spell has no effect. You must be able to see or touch the subject to cast this spell. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will, applying the range penalties to the subject (p. B550).
Examples:
“Drop it!” – the subject drops whatever he was holding.
“Look!” – the subject looks in the direction the caster indicates.
“Wait!” – the subject takes the Wait maneuver on his next turn.
If you win, your charmed subject will obey your command. If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, the spell has no effect.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, At most two words, -20%; Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Independent, +70%; Psychic, -30%; Reduced Duration, 1/180, -40%) [33].

Command Spirit (Type)
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.

You can mentally dominate spirits you can see or touch. Each class of spirits (banshees, spectres, manitous, etc.) requires its own spell. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will. Use the following modifiers: Range penalties to the subject (see p. B550); -1 per slave already under your control; +2 if you concentrate for a full minute, or +4 if you concentrate for a full hour.
If you win, your victim will obey your every command until you free him. In effect, he temporarily gains the Reprogrammable disadvantage (p. B150), with you as his master. Your control persists for as long as you take uninterrupted Concentrate maneuvers.
Once you stop, your control lingers for one minute per point by which you won the Quick Contest. If you are incapacitated (stunned, knocked out, etc.), or attempt to force the subject to act against his principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, he breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but he doesn’t roll until he’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you. On a critical failure, you also lose control of anyone else under the influence of this ability!
Statistics: Mind Control (Accessibility, Class of Spirits, -60%; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [10].

Communication
Keywords: None.
Full Cost: 23 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.

The caster can set up a two-way conversation with another person. Range is theoretically unlimited, but the IQ roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). If the caster cannot see or otherwise sense his subject, he has an additional penalty: -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; or -5 for someone met only briefly.
If successful, each participant sees an image of the other, allowing “real-time” conversation. If he does not wish to speak with the caster, it’s a free action for him to mute the caster’s voice to a whisper and reduce the caster’s image to a faint light. The caster may maintain a connection with that subject for as long as he’d like. No further rolls are normally required unless the range penalty worsens.
Others can join the “conference” at any time – a new casting of the spell (by anyone involved) is required for each new person to enter.
Statistics: Mind Reading (Accessibility, Said words only, -20%; Link, +10%; Psychic, -30%; Telecommunication, -20%) [12] + Telesend (Accessibility, Requires Words, -10%; Costs Fatigue, 1 FP, -5%; Hearing-Based, -20%; Link, +10%; Psychic, -30%; Visible, -10%) [11].

Compel Lie
Keywords: Resisted (Will).
Full Cost: 28 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

The sapient subject becomes unable to tell a truth, though he may keep silent or tell partial truths (this must be roleplayed). The spell does not force him to volunteer incorrect information; he merely cannot say anything he believes to be true.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Compel Lie, +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [28]. Note: “Compel Lie” is Compulsive Lying (No Self-Control Roll, x2.5; Can keep silent, -20%) [-30].

Compel Truth
Keywords: Resisted (Will).
Full Cost: 26 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

The sapient subject becomes unable to lie, though he may keep silent or tell partial truths (this must be roleplayed). The spell does not force him to volunteer information; he merely cannot say anything he believes to be untrue.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Compel Truth, +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [26]. Note: “Compel Truth” is Truthfulness (No Self-Control Roll, x2.5; Can keep silent, -20%) [-10].

Compel Written Truth
Keywords: Resisted (Will).
Full Cost: 29 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 30 minutes.

The sapient subject becomes unable to write a lie, though he may refuse to write or write partial truths (this must be roleplayed). The spell does not force him to volunteer information; he merely cannot write anything he believes to be untrue.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Compel Written Truth, +5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [29]. Note: “Compel Written Truth” is Truthfulness (No Self-Control Roll, x2.5; Can refuse to write, -20%; Written Only, -40%) [-5].

Confuse Memory
Keywords: Resisted (Will).
Full Cost: 38 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Permanent.

This spell causes the subject’s awareness of a single fact or event to become confused. Every time the subject thinks or talks about the event, he will need to make a successful roll against Will to be sure that what he remembers isn’t a dream, and to keep the details consistent. This spell can only affect sapient creatures.
Statistics: Affliction 1 (Will; Accessibility, One fact at a time, -10%; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, +150%; Limited, Inconsistency, -50%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Selective Effect, +20%) [38].

Confusion
Keywords: Area (Fixed).
Full Cost: 36 points for level 1 + 12 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.

You confuse sapient (IQ 6+) minds. You can target any area within 100 yards and affect everyone within a 10-yard radius – this is not selective and (unlike most Area spells) you cannot reduce the area! Those in the area must roll a Fright Check, applying any Magic Resistance as a bonus. Your victims get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to this spell for an hour. Use the Confusion variant table from GURPS Powers, page 85.
Each additional level of this spell imposes -1 to the Fright Check. For example, with Terror 4, the subjects must make Fright Checks at -3.
This spell is not Resisted; the chance to succeed at the Fright Check takes the place of a normal resistance roll.
Statistics: Terror (Confusion; Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Presence, +25%; Psychic, -30%; Ranged, +40%) [36]. Additional levels add -1 to the Fright Check [+12].

Control Person
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: IQ.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 1 minute.

The caster can use all the victim’s senses and control all the victim’s physical actions (the caster has no access to the subject’s memories, skills, spells, etc.). The subject retains his memory and wits and is aware of what is happening – though not of the caster’s identity. The victim must be a sapient creature.
To control a creature, the caster must concentrate for one second and physically touch him. The victim resists at +5 if he is in combat with the caster or otherwise wary of him.
If the caster loses or ties, he is mentally stunned for 1d seconds. In addition, he may never attempt to control that subject again – he is “immune” to him. If the caster wins, he takes over his victim’s body.
The caster remotely controls his victim as if he were a puppet, leaving the caster’s original body in a trance. He may choose to return to his body at any time, and must do so if his host falls unconscious or dies (but not if he sleeps). As a result, he does not die if is host dies.
The caster gains his new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and disadvantages. He keeps his own IQ, Perception, and Will, and all of his mental traits. The caster’s social traits may apply, depending on the laws and values of his society. The caster’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level.
Statistics: Possession (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 2 FP, -10%; Maximum Duration, 1 minute, -65%; No Memory Access, -10%; Psychic, -30%; Subject remains aware, -10%; Telecontrol, +50%) [20].

Control Zombie
Keywords: Resisted (Will).
Full Cost: 13 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.

You can mentally dominate an undead creature raised with the Zombie spell by some other wizard. You must be able to see or touch the victim. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will. Use the following modifiers: Range penalties to the subject (see B550); -1 per slave already under your control; +2 if you concentrate for a full minute, or +4 if you concentrate for a full hour.
If you win, your victim will obey your every command until you free him. In effect, he temporarily gains the Reprogrammable disadvantage (B150), with you as his master. Your control persists for as long as you take uninterrupted Concentrate maneuvers.
Once you stop, your control lingers for one minute per point by which you won the Quick Contest. If you are incapacitated (stunned, knocked out, etc.), or attempt to force the subject to act against his principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, he breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but he doesn’t roll until he’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you. On a critical failure, you also lose control of anyone else under the influence of this ability!
Your victims have no initiative while under your control, and temporarily acquire Slave Mentality (B154).
Statistics: Mind Control (Accessibility, Zombies Only, -50%; Cosmic, Affects zombies, +50%; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Puppet, -40%) [13].

Create Mindscape
Keywords: Resisted (Will).
Full Cost: 368 points for level 1 + 10 points/additional level
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

By making a successful casting roll, you leave your body behind, unconscious, while projecting your mind and the mind of the sapient subject to a mindscape of your creation. Failure means you both stay in your current world, and you are at -5 to cast this spell for the next 10 minutes. Critical failure results in this spell burning out for 1d hours. While in the mindscape, you and the subject can use spells, mental abilities, and Maledictions to affect the mindscape or each other. The projected forms are visible, but insubstantial and vulnerable to all abilities that affect insubstantial beings. All HP and FP losses come out of the same pool, regardless of which form suffers them – physical or projected. The projection suffers any negative effects: shock, stunning, etc. If the projection would become “unconscious,” it vanishes instead. The mind snaps back to the body, which remains unconscious until it recovers. If death results, consequences depend on which form suffered the killing injury. If this was the projection, the personality and mind are gone, but the body may survive as a mindless husk; use the Mortal Wounds rules (p. B423), but the victim can never awaken.
This spell can be maintained indefinitely, but the bodies’ need to eat, drink, sleep, etc. effectively limits the duration to a day or so – longer if the bodies are left with friends, in a hospital, or otherwise cared for.
Those who know this spell or Mindscape Door can “hitch a ride” to the mindscape as per the rules for Jumper (World) (p. B64).
At level 1, your mindscape is the size of a small bedroom (or the equivalent of the best Status -2 dwelling in your campaign setting) but has no other features. It does have a breathable atmosphere and takes whatever shape you initially desire, but from that point onward is fixed, unless changed by spells and abilities used by the projecters. Each additional level improves this “virtual Status” for the purpose of determining the size of the mindscape (see What Cost of Living Gets You box (p. B266)).
When you want to leave your mindscape, cast this spell again. Success means you return your mind to the body. Failure means you go nowhere. Critical failure means you are trapped in your mindscape for 1d hours or you arrive as normal but your spell burns out for 1d hours. The subject that was pulled in does that with an IQ roll.
Should you die, your mindscape disappears, ejecting any living non-native beings to the last place they were before entering the mindscape. Alternatively, the GM might allow the mindscape to exist on its own, choose a new “owner,” (perhaps, the subject) or something similar.
If you do not want to pull anyone into your mindscape, you can cast this spell to project only your own mind.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Advantage, Create Mindscape, +1,800%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Fixed Duration, +0%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [208] + Jumper (Pocket Dimension; Gyroscopic, +10%; Improved, +10%; Faster Concentration 5, +50%; Link, +20%; No Settling, +10%; Projection, Can affect the new world, -0%; Psychic, 30%) [160]. Each additional level adds a level of Larger Size (+10%) to the Jumper advantage [+10]. Note: “Create Mindscape” is Jumper (Pocket Dimension; Gyroscopic, +10%; Improved, +10%; Faster Concentration 5, +50%; No Settling, +10%; Projection, Can affect the new world, -0%) [180].

Crushing Despair
Keywords: Area (Fixed).
Full Cost: 36 points for level 1 + 12 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.

You cause sapient creatures to experience crushing despair. You can target any area within 100 yards and affect everyone within a 10-yard radius – this is not selective and (unlike most Area spells) you cannot reduce the area! Those in the area must roll a Fright Check, applying any Magic Resistance as a bonus. Low Self-Image gives -3 to the check and to all Will rolls to recover. Chronic Depression similarly gives -2 for a self-control number of (15), -4 for (12), -6 for (9), and -8 for (6). Your victims get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to this spell for an hour. Use the Despair variant table from Pyramid #3-92, page 29.
Each additional level of this spell imposes -1 to the Fright Check. For example, with Terror 4, the subjects must make Fright Checks at -3.
This spell is not Resisted; the chance to succeed at the Fright Check takes the place of a normal resistance roll.
Statistics: Terror (Despair; Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Presence, +25%; Psychic, -30%; Ranged, +40%) [36]. Additional levels add -1 to the Fright Check [+12].

Daze
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

You daze the sapient subject for 3 minutes. If the subject is standing, it remains upright, but can do nothing. If the subject is struck, slapped, or shaken, it recovers on its next turn. After that the subject is stunned (p. B420) and may roll vs. Will once per second to recover.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Daze, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, 30%) [30].

Death Vision
Keywords: Resisted (Will).
Full Cost: 24 points for level 1 + 8 points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.

The subject sees a vivid apparition of his own death. This might be a vision of the future or a false vision from another possible future – but it is always chilling. You can target any creature within 10 yards. Roll a Quick Contest of Will with your subject. If you win, roll 3d for the result, as usual, but add your margin of victory instead of his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by your Death Vision for one hour. Each additional level of this spell imposes 1 to the Fright Check. For example, with Death Vision 4, the subjects must make Fright Checks at 3.
This spell can also be useful to the subject, by pointing out a possibly deadly hazard.
Statistics: Terror (Active, +0%; Costs Fatigue, 1 FP, -5%; Nuisance Effect, Sometimes can warn the subject, -10%; Presence, +25%; Psychic, -30%) [24]. Additional levels add 1 to the Fright Check [+8].

Death Ward
Keywords: Buff.
Full Cost: 24 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

The subject becomes immune to death curses. This includes death spells, direct-damage Necromantic magic (Burning Death, Rotting Death, etc.), and elixirs of Death (GURPS Magic, p. 215), plus non-magical equivalents such as Afflictions enhanced with Coma or Heart Attack, when they’re chi, divine, psionic, or spirit abilities, or something similar.
Statistics: Affliction 1 (HT; Advantage, Death Ward, +100%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [24]. Note: “Death Ward” is Immunity to Death Curses [10].

Demand Offering
Keywords: Resisted (Will).
Full Cost: 23 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 second.

The sapient subject is compelled to hand you whatever object it’s currently wielding or holding. You must be able to see or touch the subject to cast this spell. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will, applying the range penalties to the subject (p. B550).
If the subject resists successfully, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to force to give an item the subject is holding, -40%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Independent, +70%; Psychic, -30%; Reduced Duration, 1/180, -40%) [23].

Deja Vu
Keywords: Resisted (Will).
Full Cost: 28 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: One second.

This spell creates a compulsion in the sapient subject’s mind that causes it to repeat this turn’s action in the next second. If the subject attacked, it attacks the same person in the same exact way, if possible. If it drank a potion, it drinks from the same bottle again (if the bottle is empty, it tries to drink another instance of this potion). Even if something happens to prevent this attempt (the opponent is dead, or someone takes the bottle away), the subject still strives to repeat its last action.
You can only affect a subject you can see or touch. If you lose, you cannot attempt to control that subject again for 24 hours, and it feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to repeat actions, -30%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Independent, +70%; Psychic, -30%; Reduced Duration, 1/180, -40%) [28].

Detect Mindscape
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per. Use IQ for analysis.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

With the basic (4-point) version of this spell, you can immediately sense all nearby minds that have a mindscape (they have the Psi Realm ability, know the Create Mindscape spell, etc.), sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest appropriate being, and inform you if you succeed.
If you do succeed, you may immediately make a follow-up IQ roll (plus Talent) to analyze what you’re detecting. If successful, the GM will give you details for each mindscape based on your margin of success (e.g., success by 0-1 might just give “mindscape with two projecting minds,” while success by 4-5 could be “a village-sized mindscape with seven minds inside”). Any level of success here allows you to weed out “false positives” from known mindscapes.
The improved (9-point) version of this spell works as above, except that you know the precise location of each subject. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Mindscape; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [4]. The improved version adds Precise (+100%) [+5].

Detect Psychic Significance
Keywords: Information.
Full Cost: 4 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

Determines whether the subject (object or area) has significant psychic imprints or histories that can be read by the Psychometry advantage or similar abilities. The GM will secretly roll against the caster’s IQ minus range penalties (p. B550) to the subject, which the caster must be able to see or touch.
Statistics: Detect (Psychic Significance; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Touch- or Vision-Based, -15%; Vague, -50%) [4].

Detect Scrying
Keywords: Information.
Full Cost: 3 or 8 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

With the basic (3-point) version of this spell, you can immediately sense all nearby scrying or remote sensors, sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest sensor, and inform you if you succeed. This will detect the presence of a scrying effect and will tell you the direction to the point from which the scryer is viewing you.
The improved (8-point) version of this spell works as above, except that you know the precise location of each scrying or remote sensor. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Remote Viewing; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [3]. The improved version adds Precise (+100%) [+5].

Detect Undead
Keywords: Information.
Full Cost: 3 or 8 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

With the basic (3-point) version of this spell, you can immediately sense all nearby undead creatures, sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest undead creature, and inform you if you succeed.
The improved (8-point) version of this spell works as above, except that you know the precise location of each undead creature. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Undead; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [3]. The improved version adds Precise (+100%) [+5].

Discord
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 32 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 minute.

Every sapient (IQ 6+) being in the area when the spell is cast must resist or be overcome with hostility. In effect, they acquire the Bully (9) (p. B125) and Intolerance (Total) disadvantages (p. B148).
The basic (34-point) version of this spell covers a two-yard radius. For each additional 5 points, you may double this radius; e.g., four yards for 39 points, 8 yards for 44 points, or 16 yards for 49 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Affliction 1 (Will; Accessibility, Only sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Bully (9), +20%; Disadvantage, Intolerance (Total), +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/3, -10%; Variable Area, +5%) [32]. Additional levels add Area Effect (+50%) [+5].

Disorient
Keywords: Resisted (Will).
Full Cost: 36 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Permanent until restored.

The sapient subject loses his bearings. He will not immediately feel lost, but as soon as it becomes necessary to remember the path he has taken, or remember his position relative to a landmark, he will draw a blank. Subjects with Absolute Direction resist at +5. The subject can regain his bearings in the usual fashion (Navigation roll, back-tracking, comparing notes, etc.)
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Total Amnesia (Only about the location, -80%), +5%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Can be restored normally, -40%; Psychic, 30%) [36].

Dispel Possession
Keywords: Resisted (Will or spell).
Full Cost: 10 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

Attempts to reverse the effects of any Soul Rider, Control, Possession spell (or any similar spells or ability). Treat the resistance roll as for Dispel Magic (see GURPS Thaumatology: Sorcery, p. 21).
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Costs Fatigue, 1 FP, -5%; Interruption, -50%; One Power, Possession, -50%; Precise, +20%; Psychic, -30%; Ranged, +40%) [10].

Divination
Keywords: Information.
Full Cost: 43 or 93 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 10 minutes (basic) or 1 second (improved).
Range: Touch.
Duration: Instantaneous.

You receive a vision about the subject’s future, tailored toward the question you ask or topic you specify. If the subject is not yourself, he must be within reach when the spell is cast. You may ask a general question that affects many people (e.g., “Will the tsunami hit our coast?”) as long as least one of those people is present. In all cases, the GM may apply penalties if he feels that the topic in question is not something with a fixed answer – such as the outcome of an upcoming battle – particularly if the PCs will be using this information to influence it! (If so, he should divulge this penalty to the sorcerer’s player, who may then decide whether it’s worth casting the spell.)
In all cases, the GM is not obliged to give a straightforward answer; this spell produces a vision, which may require some interpretation. The margin of success should determine the clarity of the vision and how easy it is to interpret.
The basic (43-point) version of this spell requires 10 minutes to cast! The improved (93-point) version requires only the usual one or two seconds.
Statistics: Precognition (Active Only, -60%; Directed, +100%; Psychic, -30%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%) [43]. The improved version adds Reduced Time 10 (+200%) [+50].

Dream Projection
Keywords: None.
Full Cost: 12 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Indefinite.

The caster can set up a two-way conversation with a sleeping person. Range is theoretically unlimited, but the IQ roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). If the caster cannot see or otherwise sense his subject, he has an additional penalty: -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; or -5 for someone met only briefly.
If successful, the caster projects his presence into the subject’s dreams to converse with him, allowing “real-time” conversation. If the subject does not wish to speak with the caster, he can break the spell with a successful Dreaming roll. Once broken, no further contact is possible that night. The caster may maintain a connection with that subject for as long as he’d like. No further rolls are normally required unless the range penalty worsens.
Statistics: Mind Reading (Accessibility, Only on sleepers, -20%; Accessibility, Projected thoughts only, -20%; Immediate Preparation Required, 1 minute, -30%; Increased Immunity 3, -30%; Link, +10%; Psychic, -30%; Telecommunication, -20%) [6] + Telesend (Accessibility, Only on sleepers, -20%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Increased Immunity 3, -30%; Link, +10%; Psychic, -30%; Visible, -10%) [6].

    Dream Search
    Keywords: Resisted (higher of Will and Dreaming).
    Full Cost: 8 points.
    Casting Roll: IQ or Dreaming.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch or Unlimited (see text).
    Duration: Instantaneous.

    This spell, when cast on a sleeping subject, searches the subject’s mind to find deep thoughts and knowledge of things the subject is not thinking about at the moment. In effect, the caster can force the subject to answer any one specific question that he can answer with a brief sentence. To attempt a search, the caster must first either touch his subject or be present in the subject’s dream via Dream Visit or Dream Travel or a similar spell or ability. He must also share a language with the subject.
    If the casting is successful, the caster brings out the answer from the subject’s mind, but also alters the subject’s dream so that the answer is shown to the subject as well. This way, the subject may remember being interrogated by this spell with a successful Dreaming roll. The answer is what the subject believes to be true – if he doesn’t know, the caster will know that. If the casting has failed, the caster may try again, at a cumulative -2 per repeated attempt to ask the same (or very similar) question in the past hour. Should he critically fail, he cannot search that person again for 24 hours.
    This spell may be used to ask as many questions as the caster wishes, but each question is a new casting.
    Statistics: Mind Probe (Accessibility, Only on sleepers, -20%; Costs Fatigue, 1 FP, -5%; Nuisance Effect, Causes a vivid dream, -5%; Psychic, -30%) [8].

Dream Sending
Keywords: None.
Full Cost: 6 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Instantaneous.

You can send a message (up to 1 minute long) over a long distance as a dream vision to the subject. The message is seen in dream-symbols by the subject, who must roll vs. IQ-5 or a skill such as Fortune-Telling (Dream Interpretation) (p. B196) to interpret it correctly. The margin of success of the roll indicates how well the message is understood. Use of the Dreaming skill by the subject could distort or obliterate the message (GM’s discretion).
Range is theoretically unlimited, but the IQ roll to use this spell takes the range penalties given under Long-Distance Modifiers (B241). If you cannot see or otherwise sense your subject, you have an additional penalty: -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; or -5 for someone met only briefly.
Statistics: Telesend (Accessibility, Only on sleepers, -20%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Nuisance Effect, Must be interpreted, -10%; Psychic, ‑30%) [6].

Dream Viewing
Keywords: Resisted (Will).
Full Cost: 6 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Indefinite.

The caster can view his sleeping subject’s dreams. If he is experiencing a nightmare, the GM may require a Will roll to avoid stunning – or perhaps even a Fright Check! The caster must be able to see or touch the subject to view his dreams. Modify the casting roll for range penalties to the subject (see p. B550).
The caster can maintain this spell for as long as he wishes without further concentration. If he switches to another person, he must stop viewing his current subject’s dreams and roll a Quick Contest with the new subject.
If he loses, he may try again, at a cumulative -2 per repeated attempt on that subject in the past hour. Should he critically fail, he cannot view that person’s dreams again for 24 hours.
Statistics: Mind Reading (Accessibility, Only on sleepers, -20%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Psychic, -30%; Sensory Only, -20%) [6].


    Dream Visit
    Keywords: None.
    Full Cost: 20 points.
    Casting Roll: IQ. Special casting time (see below).
    Cost: 1 FP.
    Casting Time: 1 minute.
    Range: Self.
    Duration: Instantaneous.

    You project your mind into the Region of Dreams. On a success, you mentally move into the Region of Dreams, where your subconscious mind shapes a dreamscape for you. Alternatively, if you were touching a sleeping creature when casting this spell, you may project your mind into that creature’s dreamscape. In any case, your body is left unconscious and helpless until you return. You do not bring any equipment with you. You may “clothe” yourself as you wish, but it offers no protection.
    Statistics: Jumper (World; Immediate Preparation Required, 1 minute, -30%; Improved, +10%; Limited Access, ‑20%; Naked, -30%; Projection, -0%; Psychic, -30%) [20]. Note: The Improved enhancement removes the auto-fail on 14+.


Drunkenness
Keywords: Resisted (Will).
Full Cost: 26 points or 27 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

You intoxicate the sapient subject for 3 minutes. The basic (26-point) version makes the subject tipsy. He gets -1 to DX and IQ, and -2 to self-control rolls except those to resist Cowardice. Reduce Shyness by one level, if he has it. The improved (27-point) version makes the subject drunk. He gets -2 to DX and IQ, and -4 to self-control rolls except those to resist Cowardice. Reduce Shyness by two levels, if he has it.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, 30%; Tipsy, +10%) [26]. The improved version replaces Tipsy, +10% with Drunk, +20% [+1].

Echoes of the Past
Keywords: Information.
Full Cost: 32 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Indefinite.

When cast on a wall, floor, or inanimate object, this spell “plays back” whatever sounds it may have “heard” in the past. The casting roll is at no penalty for an event that occurred the same day, 1 for one that occurred up to 10 days ago, 2 if up to 100 days ago, 3 if up to three years ago, 4 if up to 30 years ago, 5 if up to 300 years ago, and so on. On a failure, the sorcerer receives no playback at all, and cannot attempt to cast Echoes of the Past on that object or place again for 24 hours.
This is also a Knowledge spell.
Statistics: Psychometry (Accessibility, Sound Only, 30%; Active Only, 20%; Affects Others, +50%; Immediate Preparation Required, 1 minute, -30%; Immersive, +100%; Nuisance Effect, Audible, 10%; Psychic, -30%; Sensitive, +30%) [32]. Notes: Nuisance Effect, Audible, 10% is priced the same as Visible, 10%. Affects Others makes it so others can hear the playback of the spell. This affects any number of nearby subjects without requiring the usual multiple levels of that trait. This is a fair trade-off since this ability is so limited. The spell lacks Environmental, Sound-transmitting mediums, 10% because if there is no sound-transmitting medium, then it is unlikely that the subject has “heard” anything, making the limitation pointless.

Ego Whip
Keywords: Resisted (Will).
Full Cost: 38 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 day.

This spell overwhelms the sapient target’s ego, leaving the target feeling hopeless and unsure of itself. The target gains the Low Self-Image (p. B143) disadvantage.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Low Self-Image, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, 30%) [398].

Emotion Control
Keywords: Resisted (Will).
Full Cost: 58 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 30 minutes.

Instills the sapient subject with any one emotion the caster chooses. There is no “game system” effect unless the GM feels it necessary, but subjects should roleplay it! Allowed emotions include anger, boredom, depression, disgust, fear, greed, hate, jealousy, joy, love, lust, patriotism, peace, sadness, and unrest.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Emotion Control, -50%; Extended Duration, 10x, +40%; Independent, +70%; Psychic, -30%) [58].

Emotive Block
Keywords: Buff.
Full Cost: 43 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

This spell grants the sapient subject Indomitable (p. B60) and Unfazeable (p. 95).
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Emotive Block, +300%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [43]. Note: “Emotive Block” is Indomitable [15] + Unfazeable [15].

Enslave
Keywords: Resisted (Will).
Full Cost: 108 points.
Casting Roll: IQ.
Cost: 4 FP.
Casting Time: 1 hour.
Range: Unlimited.
Duration: Permanent.

You can mentally enslave a sapient subject you can see or touch. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will, applying the range penalties to the subject (p. B550).
If you win, your charmed subject will obey your every command. In effect, he gains the Reprogrammable disadvantage (p. B150), with you as his master. You do not have to maintain concentration to control the subject.
If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, it breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.
The caster can also establish a mental link with his slave by taking an All-Out Concentrate maneuver and making an IQ roll. This allows him to send verbal orders to his slave. Range is theoretically unlimited, but the IQ roll to establish the link takes the range penalties given under Long-Distance Modifiers (p. B241). If the caster cannot see or otherwise sense his slave, he has an additional -1 penalty.
If successful, the slave hears the caster’s voice but may not respond. The caster can also tap into his slave’s senses. This lets him experience everything the slave experiences. If he is tortured, knocked out, or killed, the GM may require a Will roll to avoid stunning – or perhaps even a Fright Check! The caster may maintain a connection with that subject for as long as he’d like. No further rolls are normally required unless the range penalty worsens.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 4 FP, -20%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Immediate Preparation Required, 1 hour, -75%; Independent, +70%; Psychic, -30%) [93] + Mind Reading (Accessibility, Only with slaves, -50%; Link, +10%; Psychic, -30%; Sensory Only, -20%; Telecommunication, -20%) [6] + Telesend (Accessibility, Only with slaves, -50%; Link, +10%; Psychic, -30%) [9].

Entrap Spirit
Keywords: Area (Leveled), Obvious.
Full Cost: 55 points for level 1 + 25 points/additional level (or more).
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 3 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Indefinite.

The sorcerer conjures a ward that repels (or at least slows) all spirits. This ward must be cast on a watertight sealed container, chamber, or building, and does not extend beyond it. Thus, the affected object must be fully within the area of effect. Any spirit wishing to cross the barrier may try to force its way through it as a free action (one attempt per turn): the foe rolls thrust damage and if this overcomes the Entrap Spirit’s DR, it gets through. This dispels the ward. If another creature from without opens the container or chamber, the ward dispels. Slams and collisions with the ward inflict their usual damage for the purpose of breaking through, but the collider takes no damage, as the dome absorbs kinetic force.
The ward gives DR against all attacks made by spirits.
By default, Entrap Spirit provides DR 10. However, more potent versions are available that multiply DR and full cost (actually 112.5 before rounding) by the same amount:
DR
Full Cost
10
55 points for level 1 + 25 points/additional level
20
110 points for level 1 + 50 points/additional level
30
165 points for level 1 + 75 points/additional level
50
275 points for level 1 + 100 points/additional level
100
550 points for level 1 + 125 points/additional level
Statistics: Damage Resistance 10 (Accessibility, Only on watertight containers, -40%; Affects Others, +50%; Area Effect, 2 yards, +50%; Costs Fatigue, 3 FP, -15%; Force Field, +20%; Limited, Spirits, -60%; Psychic, -30%; Ranged, +40%; Terminal Condition, Opening the container, -10%; Variable, Area, +5%) [55]. Additional levels increase Area Effect (+50%) [+25]. More powerful versions multiply DR by 2, 3, 5, or 10. Notes: “Does not damage those colliding with it” is a 0-point special effect of DR with Affects Others, Area Effect, and Force Field.

Euphoria
Keywords: Resisted (Will).
Full Cost: 28 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

The sapient subject experiences euphoria. While under effects of this spell, the subject has a -3 penalty to all DX, IQ, skill, and self-control rolls.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Euphoria, +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [28].

Exchange Bodies
Keywords: Resisted (Will).
Full Cost: 65 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Indefinite.

The caster can move his consciousness from body to body. In theory, he could live forever this way, moving from dying bodies to healthy ones. However, he cannot survive outside a living host. Should his current body die, he will die! Thus, he must keep his current host alive.
To possess a creature, the caster must concentrate for one second and physically touch him. The victim resists at +5 if he is in combat with the caster or otherwise wary of him.
If the caster loses or ties, he is mentally stunned for 1d seconds. In addition, he may never attempt to possess that subject again – he is “immune” to him. If the caster wins, he takes over his victim’s body, and his host’s mind moves into the caster’s previous body – in effect, the caster and the victim “trade places.” The caster can remain swapped indefinitely, though the GM may charge him character points if he decides to retain an “upgraded” body – see Mind Transfer (p. B296) for more.
The caster gains his new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and disadvantages. He keeps his own IQ, Perception, and Will, and all of his mental traits. The caster’s social traits may apply, depending on the laws and values of his society. The caster’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level.
The caster has no access to the victim’s memories.
Statistics: Possession (Costs Fatigue, 1 FP, -5%; Mind Swap, +10%; No Memory Access, -10%; Psychic, -30%) [65].

Explode Head
Keywords: Resisted (Will).
Full Cost: 33 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

This spell causes incredible pressure to build in the target’s head; this spell works only on a sapient, material creature that has a head. A roll to resist failed by less than 5 mentally stuns the target, allowing them to roll against IQ again once per second to recover. If the victim fails by 5 or more, or rolls a critical failure, their head explodes. The target immediately dies, unless it can survive without a head.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient, material targets with a head, 15%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Secondary Fragile (Enhanced Unnatural), +25%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Secondary Heart Attack, +60%) [33]. Note: Fragile (Enhanced Unnatural) means the subject dies if reduced to 0 HP; therefore, since Heart Attack reduces the target’s HP to 0, the target dies.

False Memory
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to add the disadvantage.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three days.

You can implant a temporary false memory in the sapient subject’s mind, adding him the Delusions (see p. B130) disadvantage. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject. You may substitute Brainwashing for IQ, if better. You are at -1 per full -5 points of disadvantages applied.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to add Delusions, -40%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Psychic, -30%) [10].

Far-Feeling
Keywords: None.
Full Cost: 55 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Indefinite.

You can displace your touch to a point outside your body. This “viewpoint” must be a specific location within 10 yards. Your ability is reflexive. You can initiate it as a free action and change viewpoints as quickly as you can shift your gaze.
To cast this spell, pick the desired viewpoint (which can be inside something) and its facing, and then make an IQ roll. You need to concentrate for a minute and make a IQ-5 roll if your desired viewpoint is out of sight.
On a success, you can use your touch as if you were physically present at the viewpoint. You can touch the environment around your body while using your ability. You can still only pay attention to one touch. At the start of each turn in combat, state whether you’re giving priority to your natural touch or your remote one. All tasks that depend on the touch you aren’t prioritizing – including Sense rolls – are at -4.
If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Far-Feeling for as long as you like.
On failure by 1, your touch goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
You can return your displaced touch, move it elsewhere, or change its facing as a free action. A viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part.
Statistics: Clairsentience (Aware, +50%; Clairtangence, -70%; Costs Fatigue, 1 FP, -5%; Fixed Range, -5%; Psychic, -30%; Second Nature, +70%) [55]. Notes: Clairtangence is taken from Ravens N’ Pennies blog post.

Far-Hearing
Keywords: None.
Full Cost: 12 points for level 1 + 5.5 points/additional level*.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.

The sorcerer can clearly hear any conversation (or any other sound) that they can see the point of origin of with their unaided eyes, receiving no range penalties. In addition, the sorcerer can hear through solid objects totaling no more than 6” of thickness per level of this spell.
Statistics: Long-Range Hearing 2 (No Penalties; Link, +10%; Psychic, -30%; Vision-Based, Reversed, 20%) [6] + Penetrating Hearing 1 (Costs Fatigue, 1 FP, -5%; Link, +10%; Psychic, -30%; Vision-Based, Reversed, 20%) [6]. Additional levels add more levels of Penetrating Hearing [+5.5*]. Notes: Penetrating Hearing is a hearing-based variant of Penetrating Vision (p. B74). Long-Range Hearing is made by applying two levels of the Long-Range enhancement (GURPS Powers, p. 108) to hearing, per Normal Senses and Modifiers (GURPS Powers: Enhanced Senses, p. 9).
* Calculate the total cost and then round down (because the base ability costs just 11.5 points before rounding). Level 2 costs 17 points, level 3 costs 23 points, level 4 costs 28 points, level 5 costs 34 points, and so on.

Far-Tasting
Keywords: None.
Full Cost: 55 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Indefinite.

You can displace your taste to a point outside your body. This “viewpoint” must be a specific location within 10 yards. Your ability is reflexive. You can initiate it as a free action and change viewpoints as quickly as you can shift your gaze.
To cast this spell, pick the desired viewpoint (which can be inside something) and its facing, and then make an IQ roll. You need to concentrate for a minute and make a IQ-5 roll if your desired viewpoint is out of sight.
On a success, you can use your taste as if you were physically present at the viewpoint. You can taste the environment around your body while using your ability. You can still only pay attention to one taste. At the start of each turn in combat, state whether you’re giving priority to your natural taste or your remote one. All tasks that depend on the taste you aren’t prioritizing – including Sense rolls – are at -4.
If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Far-Tasting for as long as you like.
On failure by 1, your taste goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
You can return your displaced taste, move it elsewhere, or change its facing as a free action. A viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part.
Statistics: Clairsentience (Aware, +50%; Clairgustance, -70%; Costs Fatigue, 1 FP, -5%; Fixed Range, -5%; Psychic, -30%; Second Nature, +70%) [55]. Notes: Clairgustance is taken from Ravens N’ Pennies blog post.

Fascinate
Keywords: Resisted (Will).
Full Cost: 35 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

Holds the subject (a sapient being) motionless and unaware of the passage of time as long as the caster maintains eye contact and concentration.
Statistics: Affliction 1 (Will; Accessibility, Sapient beings only, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Have to maintain eye contact, -15%; Paralysis, Variant, +150%; Psychic, -30%; Requires Concentrate, -15%; Vision-Based, -20%) [35].

Fear
Keywords: Resisted (Will).
Full Cost: 3 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 1 minute.

The caster can radiate an aura of fear. Every sapient creature he wishes to affect resists with Will, at a bonus based on their distance from the caster (use the bonus under Size on the Size and Speed/Range Table, p. B550). If a subject resists, the caster has his attention, but he reacts normally. Those the caster chooses not to affect see nothing special about the caster.
Anyone who fails rolls on the Reaction Table (p. B560) with a +3 bonus – or the caster can add +3 to an Influence Roll (p. B359) against that person. All other modifiers, such as situational modifiers, apply. This bonus can be used only in situations where threats are effective (such as potential combat situations). In other situations, it may even provide a -3 penalty!
Statistics: Charisma 3 (Accessibility, Only on sapient beings, -10%; Accessibility, Only in situations where threats are effective, -35%; Costs Fatigue, 1 FP, -5%; Nuisance Effect, May provide a penalty in inappropriate situations, -15%; Psychic, -30%; Requires Will vs. Will Roll, -15%; Selective Area, +20%; Short-Range 2, -20%) [3].

Final Rest
Keywords: Buff.
Full Cost: 39 points.
Casting Roll: IQ. Use DX or unarmed combat skills to hit.
Cost: 1 FP.
Casting Time: 8 seconds.
Range: Touch.
Duration: Truly Permanent.

When cast on a dead body, this spell renders the subject immune to all Necromantic magic, if the caster makes a successful IQ roll. The spirit of the deceased cannot be summoned, nor can the body be animated (or Resurrected). It has no physical effect on the body. The spell may be cast at any time after the subject dies, but the IQ roll has a penalty for the time gap between the casting and the subject’s death. Use Long-Distance Modifiers (p. B241) and substitute “days” for “miles”. This spell takes 8 or 9 seconds to cast instead of 1 or 2 seconds.
This spell has no effect on a living person, and will not affect the undead who have already risen. In many settings, this spell is an intrinsic part of funeral rites, and may be restricted to the clergy. In other settings, this spell is unnecessary; ordinary nonmagical funeral rites are sufficient to safeguard the dead from necromancy.
It is usually assumed that this spell functions by sending the soul of the deceased from the mortal plane into the presence of their deity. Some, however (usually members of one death-cult or another), believe that this spell works by destroying the disembodied spirits of the dead!
Statistics: Affliction 1 (HT; Accessibility, Only on corpses, -40%; Advantage, Final Rest, +10%; Cosmic, Can affect the dead, +50%; Costs Fatigue, 1 FP, -5%; Melee Attack, Reach C, -30%; No Signature, +20%; Psychic, -30%; Requires IQ Roll, -10%; Takes Extra Time 3, -30%; Time-Spanning, Past, +50%; Truly Permanent, +300%) [39]. Note: “Final Rest” is Covenant of Rest (Also prevents resurrection) [1].

Find Direction
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.

Tells the caster which direction is North. Alternately, it can tell which way his home is. Note that no one can have more than one true home, and a wanderer may have none!
Statistics: Accessory (Compass; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].

Foolishness
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

The sapient victim suffers temporary IQ loss equal to your margin of victory (maximum -10). Lower all skills and spells based on IQ by a like amount. IQ reductions also apply to Will and Perception.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Attribute Penalty, IQ-10, +100%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Penalty cannot exceed margin of victory, -50% Psychic, 30%) [30].

Foretelling
Keywords: Information.
Full Cost: 10 points.
Casting Roll: IQ.             
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.

When faced with a number of alternatives, and no logical way to choose among them, you can cast this spell. The GM makes a secret IQ + Talent roll, with a bonus equal to the number of “good” choices and a penalty equal to the number of “bad” choices. On a success, he steers you to a good choice; on a critical success, he tells you the best choice. On a failure, he gives you no information; on a critical failure, he steers you toward a bad choice. The GM can modify this as he sees fit for other situations where Intuition might logically help. Only one casting per question is allowed.
The GM should never allow Foretelling to short-circuit an adventure. The spell should not give an obvious answer, but may lead the caster to a good clue, if the obvious answer would break the adventure. GMs who don’t think they can control Foretelling should not allow it in their games.
Statistics: Intuition (Costs Fatigue, 1 FP, -5%; Psychic, -30%) [10].

Forgetfulness
Keywords: Resisted (Will).
Full Cost: 32 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 30 minutes.

You cause the sapient subject to forget one fact and the fact for 30 minutes.
Statistics: Affliction 1 (Will; Accessibility, One fact at a time, -10%; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Total Amnesia, +25%; Extended Duration, 10x, +40%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Selective Effect, +20%) [32].

Foster Hatred
Keywords: Resisted (Will).
Full Cost: 42 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: One day.

This spell causes the sapient subject to become hateful and intolerant to a particular class of people chosen by the caster. This class of people can be based on social class, ethnicity, species, sex, nationality, or religion (choose one). The chosen class of people will react to the subject at -1 to -5 (GM’s decision). The subject himself reacts at -3 toward the victims of his intolerance. On a “Good” reaction, he tolerates the person and is as civil as possible, even though stiff and cold. On a “Neutral” reaction, he still tolerates him, but makes it plain that he doesn’t care to be around him and considers him inferior or offensive. On any worse reaction, he attacks or refuses to associate with the victim.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Variable Enhancement, +50%) [42]. Note: Variable Enhancement provides +10% of enhancements (+100%) but is limited by “Accessibility, Only for Intolerance” (-50%) for a net +50%.

Garble
Keywords: Resisted (Will).
Full Cost: 25 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three minutes.

The subject (a living, sapient being) becomes unable to make meaningful sounds; everything comes out completely garbled. This may greatly hinder spellcasters who require incantations, troop commanders giving orders, or mid-speech political figures.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Accessibility, Only on living beings, 10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Cannot Speak, +15%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [25].

Gentle Repose
Keywords: Buff.
Full Cost: 27 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 1 day.

This spell prevents the subject from rotting. When cast on a corpse, it can preserve it until the burial. When cast on a living creature, this spell makes it immune to Rotting Death and similar effects.
Statistics: Affliction 1 (HT; Advantage, Gentle Repose, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [27]. Note: “Gentle Repose” is Immunity to Rot [5].

Ghost Weapon
Keywords: Weapon Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Three minutes.

This spell allows the weapon to affect ghosts and other insubstantial beings, as if it had the Affects Insubstantial enhancement (B102).
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Ghost Weapon, +240%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [32]. Note: “Ghost Weapon” is 24 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11) as it has no Magical limitation.

Ghost Whip
Keywords: Obvious.
Full Cost: 11 points.
Casting Roll: None. Use Force Whip to hit.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.

While this spell is active, a whip of ghostly evanescence appears in your hand. Every attack (keep in mind that only the All-Out Attack maneuver can be used) is considered to be a casting of this spell. The whip deals thrust crushing damage with Reach 1-4. A Ready maneuver is required whenever you want to change reach (this does not cost FP). The whip is flexible, allowing it to be used to entangle enemies or weapons, and gives you +2 on disarming attempts. The whip can affect insubstantial beings as well as substantial beings. It cannot be used to parry. It cannot be grappled, damaged, or destroyed, but can be parried normally. The Weapon Adaptation perk allows you to crack the whip and deliver painful blows (see p. B406).
Statistics: Natural Weapon (Crushing; Affects Insubstantial, +20%; Cannot Parry, -40%; Costs Fatigue, 1 FP, -5%; Disarming, +20%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Flexible, +30%; Intangible, +50%; Psychic, -30%; Single, -20%; Swing-Capable, +20%; Unbalanced, -30%) [11].

Gift of Letters
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

For the duration, the subject is literate in one written language, chosen when you cast the spell. You do not have to be literate in the language – in fact, this is an excellent way to get around that problem! However, the GM is within rights to declare certain languages “secret” or “lost” and thus unavailable unless you first learn the language (to at least Broken) legitimately.
Statistics: Affliction 1 (HT; Advantage, Gift of Letters, +150%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [29]. Note: “Gift of Letters” is Cosmic Power 3 (Limited, One Written Language, -50%) [15].

Gift of Tongues
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

For the duration, the subject speaks and understands one spoken language, chosen when you cast the spell. You do not have to speak the language – in fact, this is an excellent way to get around that problem! However, the GM is within rights to declare certain languages “secret” or “lost” and thus unavailable unless you first learn the language (to at least Broken) legitimately.
Statistics: Affliction 1 (HT; Advantage, Gift of Tongues, +150%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [29]. Note: “Gift of Tongues” is Cosmic Power 3 (Limited, One Spoken Language, -50%) [15].

Hallucination
Keywords: Resisted (Will).
Full Cost: 29 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 minute.

The sapient subject hallucinates (p. B429) for 1 minute. After that the subject is stunned (p. B420) and may roll vs. Will once per second to recover.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Hallucinating, +50%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/3, -10%) [29].

Glib Tongue
Keywords: Resisted (Will).
Full Cost: 3 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 1 minute.

The caster can mystically make anything he says be what the sapient subject wants to hear. Whatever the caster says, even total gibberish, will find hearty agreement. However, the caster won’t have a clue what the target thinks he’s saying... GMs may give up to +3 on reaction rolls, depending on how cleverly the PC roleplays this. Everyone he wishes to affect resists with Will, at a bonus based on their distance from the caster (use the bonus under Size on the Size and Speed/Range Table, p. B550). If a subject resists, the caster have his attention, but he hears what he wants to hear from the caster.
Anyone who fails rolls on the Reaction Table (p. B560) with a +3 bonus – or the caster can add +3 to an Influence Roll (p. B359) against that person. All other modifiers, such as situational modifiers, apply.
Statistics: Charisma 3 (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Nuisance Effect, Caster is unaware of what he is saying, -20%; Psychic, -30%; Requires Will vs. Will Roll, -15%; Selective Area, +20%; Short-Range 2, -20%) [3].

Great Geas
Keywords: Resisted (Will).
Full Cost: 53 points.
Casting Roll: Will.
Cost: 3 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Permanent (until fulfilled).

Give a sapient subject a command to do one specific thing. It can even be something a person could not feasibly, realistically accomplish; “destroy every tree in the world” would be valid.
If the subject fails to resist, he must make this command his first priority at all times. He is free to decide how to go about it, however, and may approach the situation intelligently; e.g., rather than grabbing an axe, he could contact a temp agency to hire a small army of woodcutters. In effect, he has an Obsession (p. B146) with no self-control roll.
Once the subject accomplishes the goal, the geas ends. The only way to remove the geas before then is with Remove Curse (GURPS Thaumatology: Sorcery, p. 21); Dispel Magic (GURPS Thaumatology: Sorcery, p. 21) has no effect.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 3 FP, -15%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 minute, -30%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Variable Enhancement, +125%) [53]. Note: Variable Enhancement provides +13% of enhancements (+250%) but is limited by “Accessibility, Only for Obsession with no self-control roll” (-50%) for a net +125%.

Great Hallucination
Keywords: Resisted (Will).
Full Cost: 34 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.

The caster can hijack a sapient subject’s senses, controlling what he sees, hears, smells, etc. If the caster wins a Quick Contest of IQ vs. the subject’s Will (using normal range penalties), he can feed him any images he wishes. The subject might see himself stranded on a cliff side, in a crowded city street, in the middle of a lake, etc. The only limits are the fiendishness of the caster’s imagination and the judgment of the GM. The caster doesn’t control his subject’s thoughts, however; the subject may choose to act on what he believes were his last correct sensory impressions (at -10 to any actions if he can’t see the real world).
This spell requires constant concentration. When the caster stops, the subject regains his senses immediately. The caster can affect more than one person at once, but he is at -1 for every subject already under his control.
Statistics: Illusion (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Mental, +100%; Psychic, -30%; Short-Range 2, -20%) [34].

Halt Undead
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 40 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 6 seconds.

Undead creatures in the area are paralyzed. Each undead creature resists with a Quick Contest of Will. You can omit any creatures from the effect.
Statistics: Affliction 1 (Will; Accessibility, Undead Only, -50%; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Paralysis, +150%; Psychic, -30%; Reduced Duration, 1/30, -30%; Selective Area, +20%) [40]. Additional levels add Area Effect (+50%) [+5].

Hide Emotion
Keywords: Buff.
Full Cost: 49 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.

The sapient subject’s current emotional state becomes impossible to discern. This always includes the following: Body Language, Detect Lies, Criminology, Interrogation, and Psychology on you, as well as some Influence skills when the GM thinks understanding the subject’s emotional state would be important. It also includes uses of Empathy or Sensitive and similar traits.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Hide Emotion, +400%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [49]. Note: “Hide Emotion” is Obscure 10 (Emotions; Defensive, +50%; No Area of Effect, -50%; Stealthy, +100%) [40].

Hide from Undead
Keywords: Buff.
Full Cost: 46 or 54 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

You make the subject invisible to undead. The subject still makes noise, leaves footprints, and has a scent – and anything the subject is carrying (up to the Medium encumbrance) becomes invisible too. The subject gets a +9 to Stealth in any situation where being seen would matter, if he is carrying no more than his Medium encumbrance.
Undead creatures using paranormal remote viewing (crystal balls, Clairvoyance, etc.) cannot see the subject if the subject would be invisible to their normal vision. Paranormal abilities that detect enemies, life, and so on non-visually can still see the subject.
Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). The subject does not cast a shadow and doesn’t show up in mirrors.
The basic (46-point) version of this spell ends if the subject attacks any undead creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. The improved (54-point) version of this spell eliminates this limitation.
Statistics: Affliction (Advantage, Hide from Undead, +320%; Costs Fatigue, 1 FP, -5%; Extended Duration, x10, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [46]. “Hide from Undead” is Invisibility (Accessibility, Undead Only, -50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%) [32]. The improved version removes the Dispels after an attack limitation from the advantage [+8].

Hide Thoughts
Keywords: Buff.
Full Cost: 49 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.

The sapient subject’s mind becomes impossible to read and control.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Hide Thoughts, +300%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [49]. Note: “Hide Thoughts” is Immunity to Mind Control [30].

Hideous Laughter
Keywords: Resisted (Will).
Full Cost: 27 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

You cause the sapient subject to laugh uncontrollably for 3 minutes. He is at -3 to DX and -1 to IQ, and cannot use Stealth.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Coughing, Variant, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, 30%) [27].

History
Keywords: Information.
Full Cost: 5 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.

When cast on any inanimate object (or a 1-yard-radius section of a large object), History lets the caster determine the recent past of that object, user’s personality, and so on – but no names!
To cast History, you must touch the subject item or location, concentrate for one second, and make an IQ roll. This roll is at no penalty for an event that occurred the same day, -1 for one that occurred up to 10 days ago, -2 if up to 100 days ago, -3 if up to 1 year ago.
On a success, you receive the general sense of emotions and events tied to the object or place. On a critical success, you experience an actual vision. No matter how well you roll, you cannot detect magic, spirits, etc. Still, a magic item, ghostly haunt, or ritual site is likely to have an emotionally charged history, giving strong impressions.
On a failure, you receive no impressions at all, and cannot attempt to read that object or place again for 24 hours.
Statistics: Psychometry (Accessibility, Limited to 1 year in the past, -20%; Active Only, -20%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Psychic, -30%; Sensitive, +30%) [5].

Illuminated Writing
Keywords: None.
Full Cost: 6 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.

When the caster reads a written work, whatever he reads comes to life in his head as if he were experiencing with all his senses. He is an observer, not a participant, so this is not dangerous, but can still call for a Fright Check. The caster does not read the words, but only experiences the writing, so he might not remember many exact wordings after he’s done with the book. Modify the casting roll for range penalties to the book (see p. B550). The caster must know the language of the book he is experiencing.
Any self-study that is performed with the aid of Illuminated Writing counts as twice as much study time as usual; any Research rolls are made at +3.
The caster can maintain this spell for as long as he wishes without further concentration. If he switches to another book, he must stop reading his current book and cast the spell again.
If he fails to cast, he may try again, at a cumulative -2 per repeated attempt on that book in the past hour. Should he critically fail, he cannot experience that book again for 24 hours.
Statistics: Mind Reading (Accessibility, Only on books, -50%; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Sensory Only, -20%; Vision-Based, Variant, -20%) [6].

Images of the Past
Keywords: Information.
Full Cost: 31 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Indefinite.

When cast on a mirror or reflective surface, this spell “plays back” whatever images it may have “seen” in the past.
To cast Images of the Past, you must touch the subject item or location, concentrate for one second, and make an IQ roll. This roll is at no penalty for an event that occurred the same day, -1 for one that occurred up to 10 days ago, -2 if up to 100 days ago, -3 if up to 3 years ago, -4 if up to 30 years ago, -5 if up to 300 years ago, and so on.
A successful use of this spell gives you an actual “replay” of events. On a failure, you receive no impressions at all, and cannot attempt to read that object or place again for 24 hours.
Statistics: Psychometry (Accessibility, Must be cast on a reflective surface, -20%; Accessibility, Visual Only, -10%; Active Only, -20%; Affects Others, +50%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Immersive, +100%; Psychic, -30%; Sensitive, +30%; Visible, -10%) [31]. Notes: Affects Others makes it so others can see the playback of the spell. This affects any number of nearby subjects without requiring the usual multiple levels of that trait. This is a fair trade-off since this ability is so limited.

Impart Skill
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

The spell enchants an object to that it gives a specific skill at a specific level to the user. This must be a skill the caster knows. Spells cannot be granted this way. The caster can impart the equivalent of 4 character points (e.g., if he imparts a Hard skill, the user would be able to use it at IQ+0). The user does not benefit, if he has more points in the skill than the caster.
Statistics: Affliction 1 (HT; Accessibility, Objects Only, -10%; Advantage, Impart Skill, +120%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [25]. Note: “Impart Skill” is Cosmic Power 4 (Accessibility, Cannot have relative skill level better than the caster, -10%; Accessibility, Only when using the object, -10%; Limited, One Skill, -40%) [12].

Impression Blocker
Keywords: Buff.
Full Cost: 57 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 minute.
Range: 100 yards.
Duration: 1 day.

Seeker (GURPS Magic, p. 105) and related spells require an object associated with the item or person sought in order to work. This spell enchants a container so that it allows people to carry items without them becoming “associated” with the carrier.
An object in a closed blocker container retains the impressions it had when the container was shut. If removed, handled briefly, and replaced, the object will acquire a very faint impression of the handler, but it won’t be enough for a Seeker spell unless the handler does so once a day for decades.
Statistics: Affliction 1 (HT; Accessibility, Only on containers, -20%; Advantage, Impression Blocker, +400%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [57]. Note: “Impression Blocker” is Obscure 10 (Impressions; Defensive, +50%; No Area of Effect, -50%; Stealthy, +100%) [40].

Incorporeal Chains
Keywords: Resisted (DX).
Full Cost: 74 points/level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Permanent, until destroyed, or until the victim breaks free.

You conjure ghostly chains that bind the insubstantial victim, pinning his arms to his torso, and tying the legs together. An additional chain covers his mouth, preventing him from speaking. On a hit, your victim is pinned (see p. B370) and rooted in place. He cannot move his limbs or speak; his only options are to use purely mental abilities, to attack the chains with an Innate Attack, or to try to break free using ST (not Escape skill). The ST of this effect is equal 10 * spell level, but you can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST.
The chains actively constricts the victim. Until he breaks free, the chains attack him each turn with a Constriction Attack (p. B43), at ST of this spell.
To break free, the victim must win a Quick Contest of ST against the ST of this spell. Each attempt takes one second. If he tries to break free and fails, he loses 1 FP and is only allowed a repeated attempt every 10 seconds – and on a 17 or 18, he becomes so entangled that he cannot escape on his own! Alternatively, he may try to destroy the chains with an Innate Attack (they hit automatically). External attacks on the chains take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392).
The chains have DR 4. Each point of damage reduces ST by one. At ST 0, the chains are destroyed and the victim is freed.
Statistics: Binding 10 (Based on DX, +20%; Constricting, +75%; Costs Fatigue, 1 FP, -5%; Engulfing, +60%; Insubstantial Only, -30%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [74/level].

Inflict Pain
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 minute.

The sapient subject’s mind is wracked with pain for 1 minute. He must make a Will roll to avoid crying out. He has a -6 penalty to all DX, IQ, skill, and self-control rolls. High Pain Threshold halves these penalties; Low Pain Threshold doubles them. The caster can decrease the pain penalties to -4 or -2 when casting the spell.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/3, -10%; Terrible Pain, +60%; Variable, +5%) [30].

Insignificance
Keywords: Buff.
Full Cost: 34 points for level 1 + 20 points/level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

It becomes easy for the subject to blend in. The subject’s face is hard to pick out or remember. They get +5 per level of the spell to Shadowing in crowds, while others have -5 per level of the spell to rolls made to recognize them from a lineup or mug shots – or even to recall meeting them!
StatisticsAffliction 1 (HT; Advantage, Insignificance 1, +200%; Costs Fatigue, 1 FP, -5%; Extended Duration, x10, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [34]. Additional levels add more Insignificance to the Advantage enhancement (+190%) [+20].  Note: Each level of “Insignificance” is Obscure 5 (Memory; Defensive, +50%; No Area of Effect, -50%; Stealthy, +100%) [20].

Intellect Fortress
Keywords: None.
Full Cost: 5 points/ level.
Casting Roll: None.
Cost: 1 FP.
Casting Time: None.
Range: Self.
Duration: Indefinite.

While this spell is active, you are protected from direct mental attacks. This increases your DR by 2 * level of this spell (e.g., Intellect Fortress 3 adds DR 6) against Malediction-based mental attacks. Unlike other psychic spells, this spell does not require you to always use All-Out Concentrate.
Statistics: Damage Resistance 2 (Costs Fatigue, -5%; Limited, Mental, -40%; Malediction-Proof, +0%; Psychic with no All-Out, -5%) [5/level].

Irresistible Dance
Keywords: Resisted (Will).
Full Cost: 33 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 15 seconds.

The sapient subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it very hard for the subject to do anything other than caper and prance in place. The subject can move at half of his Move, defends at -4, and is at -4 to DX and IQ. He automatically fails any action that requires a Concentrate maneuver. At the end of the dance, the subject loses 1 FP.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/10, -20%; Psychic, -30%; Seizure, Variant, +100%) [33].

Keen Hearing
Keywords: Buff.
Full Cost: 15 points for level 1 + 2 points/additional level*.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

See GURPS Sorcery: Sound Spells, p. 7. Can only affect sapient beings.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Keen Hearing 1, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [15]. Additional levels add further Keen Hearing to the Advantage enhancement (+20%) [+2*]. Notes: Each level of “Keen Hearing” is Acute Hearing 1 [2].

Keen Taste and Smell
Keywords: Buff.
Full Cost: 11 points for level 1 + 2 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

You grant the sapient subject a bonus to Taste and Smell equal to the level of this spell for 30 minutes.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Keen Taste and Smell, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [15]. Additional levels add further Keen Taste and Smell to the Advantage enhancement (+20%) [+2]. Note: Each level of “Keen Taste and Smell” is Acute Taste and Smell 1 [2].

Keen Touch
Keywords: Buff.
Full Cost: 15 points for level 1 + 2 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

You grant the sapient subject a bonus to Touch equal to the level of this spell for 30 minutes.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Keen Touch, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [15]. Additional levels add further Keen Touch to the Advantage enhancement (+20%) [+2]. Note: Each level of “Keen Touch” is Acute Touch 1 [2].

Keen Vision
Keywords: Buff.
Full Cost: 115 points for level 1 + 2 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

You grant the subject a bonus to Vision equal to the level of this spell for 30 minutes.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Keen Vision, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [15]. Notes: Additional levels add further Keen Vision to the Advantage enhancement (+20%) [+2]. Note: Each level of “Keen Vision” is Acute Vision 1 [2].

Knockout
Keywords: Resisted (Will).
Full Cost: 43 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 15 seconds.

The sapient subject is knocked unconscious for 15 seconds (see Incapacitating Conditions, p. B428). After that the subject is stunned (p. B420) and may roll vs. HT once per second to recover.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/10, -20%; Unconsciousness, +200%) [43].

Know Location
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.

Gives the caster a reasonable idea of his geographical location (to within a couple of miles). This will be expressed in terms of the nearest named features that the caster has heard of (if in doubt as to whether or not the caster has heard of the feature, the GM should roll against the caster’s Area Knowledge). For example, “You are in Bangkok, roughly 100 meters north of Siam Paragon.”
Statistics: Accessory (GPS; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].

Know True Shape
Keywords: Information.
Full Cost: 3 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

Determines whether the subject is under any kind of Shapeshifting spell or similar magical effect, including Alter Visage, Alter Body, and illusions. The GM will secretly roll against the caster’s IQ minus range penalties (p. B550) to the subject, which the caster must be able to see. If the sorcerer is familiar with the shapeshifting effects in question, this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer.
Statistics: Detect (Shapeshifters; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Vision-Based, -20%) [3].

Lend Language
Keywords: Buff.
Full Cost: 28 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

Subject gains a language (sapient creatures only) at the caster’s comprehension level or Accented – whichever is less. The caster must know the language in question.
Statistics: Affliction 1 (HT; Accessibility, Sapient Creatures Only, -10%; Advantage, Lend Language, +150%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [28]. Note: “Lend Language” is Cosmic Power 4 (Limited, One Known Language, -50%) [15].

Lend Skill
Keywords: Buff.
Full Cost: 28 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

Subject (sapient creatures only) gains a single skill the caster knows. Spells cannot be granted this way. The caster can lend the equivalent of 4 character points (e.g., if he lends a Hard skill, the subject would know it at IQ+0). The subject cannot have more points in the skill than the caster.
Statistics: Affliction 1 (HT; Accessibility, Sapient Creatures Only, -10%; Advantage, Lend Skill, +150%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [28]. Note: “Lend Skill” is Cosmic Power 4 (Accessibility, Subject cannot have relative skill level better than the caster, -10%; Limited, One Skill, -40%) [15].

Lesser Geas
Keywords: Resisted (Will).
Full Cost: 47 points.
Casting Roll: Will.
Cost: 3 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Permanent (until fulfilled).

See GURPS Thaumatology: Sorcery, p. 21. Can only affect sapient beings.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 3 FP, -15%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 minute, -30%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Variable Enhancement, +65%) [47]. Note: Variable Enhancement provides +13% of enhancements (+130%) but is limited by “Accessibility, Only for Obsession with no self-control roll” (-50%) for a net +65%.

Lesser Zombie
Keywords: None.
Full Cost: 8 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Indefinite, see text.

The caster touches a corpse that had ST 5 or less, IQ 6 or less, and SM -2 or less and animates it. The nature and condition of the corpse determines the nature of the undead creature produced. The animated corpse becomes an undead servant of the caster.
If the undead is destroyed, the summoner must wait a full day to call replacements. Dismissing the undead is a free action, but you may only dismiss him if he is physically present. You can only cast this spell if your character’s point total is at least 4 times bigger than the undead creature’s.
Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.
Statistics: Ally (Lesser Zombie; Built on 25%; Constantly, no roll required; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Minion, +0%; Psychic, -30%; Requires a body, -20%) [8].



Loyalty
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to add the disadvantage.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three days.

You can temporarily make the sapient subject your loyal friend, adding him the Sense of Duty (Caster) (see p. B153) disadvantage. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject. You may substitute Brainwashing for IQ, if better.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to add Sense of Duty (Caster), -50%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Psychic, -30%) [10].

Lure
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 115 points for level 1 + 25 points/additional level.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 hour.

Each sapient being who steps within this spell’s area of effect feels compelled to approach the center of the affected region. The GM should roll the creature’s resistance in secret and then tell the unlucky victim that he “feels curious about the chest” or some such subtle hint. Once the victim has reached the center, he is immune to the spell until he leaves the affected area (if he returns, he will once again be “attacked” by the spell).
If the subject resists, he cannot be affected by this spell again within 24 hours.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to compel the subject to reach the center, -60%; Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Independent, +70%; Nuisance Effect, Ends as soon as completed, -5%; Persistent, +40%; Psychic, -30%; Rationalization, +20%) [115]. Additional levels add Area Effect (+50%) [+25].

Madness
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to add the disadvantages.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three days.

You can cause the sapient subject to temporarily go insane, adding him the appropriate disadvantages (for example, Berserk, Bestial, Chronic Depression, Confused, Delusions, Flashbacks, Paranoia, Phantom Voices, Phobia, etc.). If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject. You may substitute Brainwashing for IQ, if better. You are at -1 per full -5 points of disadvantages applied.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to cause insanity, -20%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Psychic, -30%) [10].

Mass Inflict Pain
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 36 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 1 minute.

Sapient subjects in the area have their minds wracked with pain for 1 minute. Each subject must make a Will roll to avoid crying out. They have a -6 penalty to all DX, IQ, skill, and self-control rolls. High Pain Threshold halves these penalties; Low Pain Threshold doubles them. The caster can decrease the pain penalties to -4 or -2 when casting the spell. The caster can omit any creatures from the effect.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/3, -10%; Selective Area, +20%; Takes Extra Time 1, -10%; Terrible Pain, +60%; Variable, +5%) [36]. Additional levels add Area Effect (+50%) [+5].

Mass Sleep
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 45 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 3 minutes.

Sapient creatures in the area fall asleep for 3 minutes, if they fails a Will roll. After this, they can be woken normally, but they will not necessarily wake up right away, especially if already tired. Upon awakening, each subject is stunned (p. B420) and may roll vs. Will once per second to recover. You can omit any creatures from the effect.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Selective Area, +20%; Sleep, +150%; Takes Extra Time 1, -10%) [45]. Additional levels add Area Effect (+50%) [+5].

Mass Suggestion
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 80 points for level 1 + 25 points/additional level.
Casting Roll: IQ.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 9 minutes.

You can send silent telepathic commands to sapient subjects in an area. You can give him a simple command to all subjects that failed to resist; see the Suggest skill (p. B191) for guidelines. Any order that goes against a subject’s values or sense of self-preservation triggers another resistance roll, possibly at a bonus. The suggestion only lasts as long as the spell lasts. You can only give the same command to the whole group.
The subjects remembers everything they did, but they are convinced that they chose to do so. They will react to behavior too bizarre to be rationalized by pushing it out of their mind and not thinking about it. Hypnotism, Psychology, and Telepathy can be used to eventually bring out the truth.
If you tie or lose, the subjects can sense coercion coming from you. In addition, you cannot try to affect them again within 24 hours.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Independent, +70%; Psychic, -30%; Rationalization, +20%; Suggestion, -40%; Takes Extra Time 1, -10%) [80]. Additional levels add Area Effect (+50%) [+25].

Mass Zombie
Keywords: None.
Full Cost: 9/12/15/18 points for levels 1-4, +9 points/additional level.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite, see text.

The caster animates corpses in an area with a radius equal to (spell level^2)*10 yards. The nature and condition of the corpse in question determines the nature of the undead creature produced. An animated corpse becomes an undead servant of the caster. The zombies can only be commanded as a group; individual members of the horde cannot be given separate tasks. The caster has a cap on the number of undead creatures under his control.
Spell Level
Maximum Horde Size
Spell Cost
1
10
9
2
20
12
3
50
15
4
100
18
+1
x10
+9
If the undead horde is destroyed, the summoner must wait a full day to call replacements. Dismissing the undead is a free action, but you may only dismiss him if he is physically present. A zombie’s point value should not be higher than 5% of the summoner’s point value.
Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.
Statistics: Ally (Zombie Horde; Built on 50%; Group Size, 6-10; Constantly, no roll required; Accessibility, Group Control Only, -15%; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Minion, +0%; Psychic, -30%; Requires bodies, -20%) [9]. Additional levels increase the maximum ally group size, as per p. B37.

Materialize
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

This spell temporarily makes an intangible being visible, if it is normally invisible to beings in the physical world.
Statistics: Affliction 1 (Will; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Invisibility (Substantial Only, -10%), +36%; No Signature, +20%; Psychic, 30%) [30].

Measurement
Keywords: Information.
Full Cost: 2 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.

Tells the caster any one of the following things about the subject: (a) its weight; (b) its measurements in all dimensions; (c) its area; (d) its volume, or other parameters. This spell will provide information in the native system of the caster, be that pounds, grams, or stones about the size of your head. The measurement is as precise as the caster can comprehend.
Statistics: Cosmic Power 1 (Costs Fatigue, 1 FP, -5%; Limited, Only Measuring Accessories, -60%; Psychic, -30%; Requires IQ Roll, -10%) [2].

Memorize
Keywords: Buff.
Full Cost: 10 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 30 seconds.

All that the caster perceives at the time of casting (and for 30 seconds thereafter) is implanted perfectly in his memory, as if he had Photographic Memory (p. B51). The spell can be used to memorize maps, faces, an event, etc. It cannot be used to learn a skill or to retain a magically borrowed one.
The memory lingers perfectly for a day. After that, check IQ every day, at a cumulative -1 per day. On a critical success, the memory becomes permanent; on an ordinary success, the memory is still there. On an ordinary failure, the memory fades to the level that the caster would normally have of the event; on a critical failure, a false memory is created (still susceptible to eventual fading).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Memorize, +100%; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Reduced Duration, 1/6, -15%) [10]. Note: “Memorize” is Photographic Memory [10].

Mental Barrier
Keywords: None.
Full Cost: 3.2 points/ level.
Casting Roll: None.
Cost: 1 FP.
Casting Time: None.
Range: Self.
Duration: Indefinite.

While this spell is active, you are protected by a mental barrier. Add this spell’s level to IQ or Will whenever you resist an ability with the Telepathic limitation, a Communication and Empathy or a Mind Control spell, or a similar direct mental ability. In addition, the barrier hinders attempts to locate your mind with supernatural abilities. Such abilities must win a Quick Contest against your Will + Mental Barrier level to find you. You cannot drop this barrier without switching to another spell. Even if you choose to waive your resistance roll against a beneficial ability, your Mental Barrier will try to resist for you, using its level+5 (or your normal resistance roll, if lower). Unlike other psychic spells, this spell does not require you to always use All-Out Concentrate.
Statistics: Mind Shield 1 (Always On, -10%; Costs Fatigue, 1 FP, -5%; Psychic with no All-Out, -5%) [3.2/level].

Mental Stun
Keywords: Resisted (Will).
Full Cost: 25 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

You project psychic white noise at your sapient target, stunning him. Roll a Quick Contest between of Will between the sorcerer and his target, penalized by the range between them. Mind Shield adds to resistance against this spell. If the sorcerer wins, the target suffers mental stun. On subsequent turns, he can recover normally by making an unpenalized IQ roll.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [25].

Mind over Matter
Keywords: Resisted (DX).
Full Cost: 34 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 minute.

The sapient subject becomes able to see the outcome of his physical actions an instant before undertaking them. If he’s quick-witted, this lets him make corrections, effectively altering reality with his mind. If he isn’t, the visions merely distract him! For all purposes, the subject’s Perception replaces his Dexterity for the spell’s duration. This affects skills, Basic Speed, active defenses, Basic Move, resistances – everything.
Statistics: Affliction 1 (DX; Accessibility, Only on sapient beings, -10%; Advantage, Mind over Matter, +100%; Based on DX, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/3, -10%) [34]. Note: “Mind over Matter” is Cosmic Power 1 (Limited, One Attribute Substitution (DX->Per) Perk, -40%; Reflexive, +40%) [10].

Mind-Killer
Keywords: Resisted (Will).
Full Cost: 392 points.
Casting Roll: Will.
Cost: 5 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 1 minute.

This spell can slay any living creature with a mind (IQ 1+). It coerces the subject to will his own death.
A subject who fails to resist submits to the spell and is overcome with terrible pain (-6 penalty to all DX, IQ, skill, and self-control rolls). Over the next minute, he can resist again each second. Victory here doesn’t end the spell but merely staves off harm; each loss drains 1 HT. If HT ever reaches 0, the victim gives up and dies on the spot. If the spell ends without killing its victim – whether due to luck or magical aid – the subject returns to full HT and suffers no lasting ill effects.
General countermagic – such as Counterspell or Dispel Magic – is ineffective, but this spell can be ended prematurely with Remove Curse.
Statistics: Affliction 1 (Will; Accessibility, Only on living IQ 1+ beings, -10%; Attribute Penalty, HT-1, +5%; Based on Will, +20%; Costs Fatigue, 5 FP, -25%; Cumulative, +400%; Cyclic, 1 second interval, 60 seconds, can be dispelled by Remove Curse, +3,000%; Fixed Duration, +0%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/3, -10%; Takes Extra Time 1, -10%) [362] + Affliction 1 (Will; Accessibility, Only on living IQ 1+ beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Link, +10%; Malediction 2, +150%; Psychic, -30%; Reduced Duration, 1/3, -10%; Takes Extra Time 1, -10%; Terrible Pain, +80%) [30].

Mind-Reading
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.

The caster can read the subject’s surface thoughts. The caster must be able to see or touch the subject to read his thoughts. Modify the casting roll for range penalties to the subject (see p. B550).
If the caster wins, he can “hear” the subject’s surface thoughts as a voice in his head. Received thought comes at the speed of speech. If the caster does not understand the language, or if his subject isn’t sapient, he only picks up feelings, images, and general intent.
The caster can maintain this spell for as long as he wishes without further concentration. If he switches to another person, he must stop reading his current subject and roll a Quick Contest with the new subject.
If he loses, he may try again, at a cumulative -2 per repeated attempt on that subject in the past hour. Should he critically fail, he cannot read that person again for 24 hours.
Statistics: Mind Reading (Costs Fatigue, 1 FP, -5%; Psychic, -30%) [20].

Mind-Search
Keywords: Resisted (Will).
Full Cost: 13 points.
Casting Roll: IQ or Interrogation.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch or Unlimited (see text).
Duration: Instantaneous.

Search a subject’s mind to find deep thoughts and knowledge of things the subject is not thinking about at the moment. In effect, the caster can force the subject to answer any one specific question that he can answer with a brief sentence. To attempt a search, the caster must first either touch his subject or successfully read his mind with Mind-Reading or a similar spell or ability. He must also share a language with the subject.
If the casting is successful, the caster rips the answer from the subject’s mind. The answer is what the subject believes to be true – if he doesn’t know, he’ll tell the caster. If the casting has failed, the caster may try again, at a cumulative -2 per repeated attempt to ask the same (or very similar) question in the past hour. Should he critically fail, he cannot search that person again for 24 hours.
This spell may be used to ask as many questions as the caster wishes, but each question is a new casting.
Statistics: Mind Probe (Costs Fatigue, 1 FP, -5%; Psychic, -30%) [13].

Mind-Sending
Keywords: None.
Full Cost: 20 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.

The caster transmits thoughts directly to the subject’s mind. The subject receives the caster’s thoughts even if he lacks this ability. Range is theoretically unlimited, but the IQ roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). If the caster cannot see or otherwise sense his subject, he has an additional penalty: -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; or -5 for someone met only briefly.
The caster can send words at the speed of ordinary speech or pictures at the speed at which he could draw them. After casting this spell, no concentration is required. The caster can maintain multiple contacts, but the IQ roll is at a cumulative -1 per contact after the first
Statistics: Telesend (Costs Fatigue, 1 FP, -5%; Psychic, -30%) [20].

Mind-Whip
Keywords: Resisted (Will).
Full Cost: 18 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

You can deliver a no-frills telepathic stab to a sapient creature (IQ 6+), causing actual damage. If the subject fails to resist, he takes damage equal to your margin of victory (maximum 10 points)! DR does not protect against this damage.
Statistics: Toxic Attack 10 points (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Damage cannot exceed margin of victory, -50%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [18].

Mindlessness
Keywords: Resisted (Will).
Full Cost: 37 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

Reduces the sapient subject’s IQ to 1 temporarily, reducing him to babbling idiocy. The subject cannot cast or maintain spells, use skills, talk, or other actions determined by the GM. The subject can walk, laugh, cry, drool, eat with his hands, react to heat and cold, etc. He has a very short attention span and notices only colors, pretty things, movement, and other things that a baby would be curious about. If the subject has IQ 15 or more, he is immune to this spell.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; All-or-Nothing, -10%; Attribute Penalty, IQ-13, +130%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, 30%) [37].

Mindlink
Keywords: None.
Full Cost: 12 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Indefinite.

The caster links his mind with the creature touched and transmits thoughts directly to the subject’s mind. The subject receives the caster’s thoughts even if he lacks this ability. This spell requires the caster to constantly take All-Out Concentrate maneuvers and remain in physical contact with the subject. The caster shares his thoughts 10 times faster than he could speak them. He cannot lie or resist any attempt by the recipient to read his thoughts!
Statistics: Telesend (Costs Fatigue, 1 FP, -5%; Full Communion, +20%; Melee Attack, Reach C, -30%; Psychic, -30%; Requires Concentrate, -15%) [12].

Mindscape Door
Keywords: None.
Full Cost: 30 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.

By making a successful casting roll, you leave your body behind, unconscious, while projecting your mind to a mindscape of another person. You must touch the person with the mindscape to project. Failure means you stay in your current world, and you are at -5 to cast this spell for the next 10 minutes. Critical failure results in this spell burning out for 1d hours. While in the mindscape, you can use spells, mental abilities, and Maledictions to affect the mindscape or other projectors. The projected forms are visible, but insubstantial and vulnerable to all abilities that affect insubstantial beings. All HP and FP losses come out of the same pool, regardless of which form suffers them – physical or projected. The projection suffers any negative effects: shock, stunning, etc. If the projection would become “unconscious,” it vanishes instead. The mind snaps back to the body, which remains unconscious until it recovers. If death results, consequences depend on which form suffered the killing injury. If this was the projection, the personality and mind are gone, but the body may survive as a mindless husk; use the Mortal Wounds rules (p. B423), but the victim can never awaken.
This spell does not have to be maintained, but the bodies’ need to eat, drink, sleep, etc. effectively limits the duration to a day or so – longer if the bodies are left with friends, in a hospital, or otherwise cared for.
When you want to leave the mindscape, cast this spell again. Success means you return your mind to the body. Failure means you go nowhere. Critical failure means you are trapped in the mindscape for 1d hours or you arrive as normal but your spell burns out for 1d hours.
Statistics: Jumper (Pocket Dimension; Accessibility, Only to enter or leave a mindscape, -80%; Gyroscopic, +10%; Improved, +10%; Faster Concentration 5, +50%; Melee Attack, Reach C, -30%; Projection, Can affect the new world, -0%; Psychic, -30%) [30].

Monster Within
Keywords: Resisted (Will).
Full Cost: 48 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 day.

If the sapient subject has one or more of the disadvantages Bad Temper, Berserk, Bloodlust, Bully, or Sadism, he will automatically fail his control rolls for these disadvantages whenever they come up during the spell’s duration.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Monster Within, +137%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Only removes the necessity of rolling for existing disadvantages, -30%; Psychic, 30%) [48]. Note: “Monster Within” is Bad Temper (No roll) [-25] + Berserk (No roll) [-25] + Bloodlust (No roll) [-25] + Bully (No roll) [-25] + Sadism (No roll) [-37].

    Morphean Extraction
    Keywords: Resisted (Will).
    Full Cost: 20 points.
    Casting Roll: Will.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited.
    Duration: Instantaneous.
    
    If the victim fails to resist, he takes 1d-1 fatigue damage, as his mind becomes tired and sleep-deprived. Treat FP lost to the spell identically to FP lost to missed sleep.
    Statistics: Fatigue Attack 1d-1 (Costs Fatigue, 1 FP, -5%; Malediction 2, +150%; Missed Sleep, +50%; No Signature, +20%; Psychic, -30%) [22].

    Night Terror
    Keywords: Resisted (Will).
    Full Cost: 9 points for level 1 + 3 points/additional level.
    Casting Roll: Will.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: Instantaneous.
    
    You touch a sleeping sapient creature and create a vivid nightmare in their mind. Roll a Quick Contest of Will with your subject. If you win, roll 3d for the result of the Fright Check, as usual, but add your margin of victory instead of his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at their Fright Check, they will be unaffected by your Night Terror for one hour. Each additional level of this spell imposes ‑1 to the Fright Check. For example, with Night Terror 4, the subjects must make Fright Checks at ‑3. This may also affect creatures that project their minds into the victim’s dream.
    Statistics: Terror (Accessibility, Only on sapient beings, -10%; Accessibility, Only on sleepers, -20%; Active, +0%; Costs Fatigue, 1 FP, -5%; Melee Attack, Reach C, -30%; Presence, +25%; Psychic, -30%) [9]. Additional levels add ‑1 to the Fright Check [+3].


Nightmare
Keywords: Resisted (Will).
Full Cost: 34 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: 1 day or until awakened.

The sleeping sapient subject gets the Nightmares (p. B144) disadvantage until he awakens (or for 24 hours, if he sleeps for a very long time). He is tormented by horrible nightmares. Sometimes they’re so harrowing that they affect his efficiency during waking hours. Upon awakening the subject loses 1 FP that he can only recover through sleep. On a roll of 17 or 18, he is left shaking, and is at -1 to all skill and Perception rolls for the entire day.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient sleepers, -30%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Nightmare (No Self-Control Roll, x2.5), +12%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [33].

Node of Blasting
Keywords: Buff.
Full Cost: 49 points.
Casting Roll: None. Use DX or unarmed combat skill to hit.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Permanent.

This spell imbues an inanimate object with psychic energy. This energy remains indefinitely, but can be detected by Detect Psychic Significance. Any creature with a mind that touches this object releases this energy and takes 4d toxic damage.
Statistics: Affliction 1 (HT; Accessibility, Only on inanimate objects, -10%; Advantage, Node of Blasting, +320%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Melee Attack, Reach C, -30%; No Signature, +20%; Psychic, -30%) [49]. Note: “Node of Blasting” is Toxic Attack 4d (Aura, +80%; Melee Attack, Reach C, -30%; Triggered Delay, Touch, +50%) [32].

Oath
Keywords: Resisted (Will).
Full Cost: 51 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Permanent (until fulfilled).

Give a willing, sapient subject a command to do one specific thing. It can even be something a person could not feasibly, realistically accomplish; “destroy every tree in the world” would be valid, but the subject must speak the oath.
The subject must make this command his first priority at all times. He is free to decide how to go about it, however, and may approach the situation intelligently; e.g., rather than grabbing an axe, he could contact a temp agency to hire a small army of woodcutters. In effect, he has an Obsession (p. B146) with no self-control roll.
Once the subject accomplishes the goal, the oath ends. The only way to remove the oath before then is with Remove Curse (GURPS Thaumatology - Sorcery, p. 21); Dispel Magic (GURPS Thaumatology - Sorcery, p. 21) has no effect.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Accessibility, Only on willing subjects, -30%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 minute, -30%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Variable Enhancement, +125%) [51]. Note: Variable Enhancement provides +13% of enhancements (+250%) but is limited by “Accessibility, Only for Obsession with no self-control roll” (-50%) for a net +125%.

Object Reading
Keywords: Information.
Full Cost: 7 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.

When cast on any inanimate object, Object Reading lets the caster determine the recent past of that object, user’s personality, and so on – but no names!
To cast Object Reading, you must touch the subject item, concentrate for one minute, and make an IQ roll. This roll is at no penalty for an event that occurred the same day, -1 for one that occurred up to 10 days ago, -2 if up to 100 days ago, -3 if up to 3 years ago, -4 if up to 30 years ago, -5 if up to 300 years ago, and so on.
On a success, you receive the general sense of emotions and events tied to the object. On a critical success, you experience an actual vision. No matter how well you roll, you cannot detect magic, spirits, etc. Still, a magic item is likely to have an emotionally charged history, giving strong impressions.
On a failure, you receive no impressions at all, and cannot attempt to read that object again for 24 hours.
Statistics: Psychometry (Accessibility, Only inanimate objects, -10%; Active Only, -20%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Psychic, -30%; Sensitive, +30%) [7].

Pacify
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 48 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 1 minute.

Every sapient (IQ 6+) being in the area when the spell is cast must resist or become unwilling to take further offensive action unless first subjected to it, which breaks the spell. In effect, they acquire the Pacifism (Self-Defense Only) disadvantage (p. B148), recover instantly from all aggressive traits (including Berserk), stop interpreting mental disadvantages in ways that demand violence, and ignore orders to engage in hostilities.
For the purposes of this spell, “offensive action” – on behalf of both the subjects and those who interact with them – constitutes not merely attacks but any use of items or abilities that could inflict FP or HP loss, affliction, or inconvenience. Those under the spell’s influence are free to use active defenses, assist unaffected allies with helpful items or abilities, leave, summon aid, etc. Provided that a subject is left in peace, he’ll return the favor, but if he’s offered violence, this ends the spell on him, though not on others. To exploit this to get a friend to “snap out of it” calls for actual injury (at least 1 HP), as the magic gives the perception that any lesser hurt was a forgivable accident.
The basic (52-point) version of this spell covers a two-yard radius. For each additional 5 points, you may double this radius; e.g., four yards for 57 points, 8 yards for 62 points, or 16 yards for 67 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Affliction 1 (Will; Accessibility, Only sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Disadvantage, Pacifism (Self-Defense Only), +15%; Fixed Duration, +0%; Malediction 2, +150%; Negated Disadvantage, Berserk, +200%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/3, -10%; Takes Extra Time 1, -10%; Terminal Condition, Injury, -10%; Variable Area, +5%) [48]. Additional levels add Area Effect (+50%) [+5].

Panic
Keywords: Area (Leveled), Resisted (IQ).
Full Cost: 33 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

Sapient creatures in the area leave the area immediately and become unwilling to enter it. You may reduce the area effect if you wish to.
Statistics: Affliction 1 (IQ; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Dread, +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [33]. Additional levels add Area Effect (+50%) [+5].

Paranoia
Keywords: Resisted (Will).
Full Cost: 38 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 day.

The sapient subject gains the Paranoia (p. B148) disadvantage.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Paranoia, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [38].

Pathfinder
Keywords: Information.
Full Cost: 15 points.
Casting Roll: IQ. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.

The subject recalls the direction to a certain place, or the proper way to go to get to that place – his choice, as if he had Absolute Direction (p. B34). The caster makes an IQ roll to impart the information in question. Time penalties apply, based on the time since the subject last time visited the place in question. Use Long-Distance Modifiers (p. B241) and substitute “days” for “miles.” A critical failure could cause tell the subject a wrong direction!
This spell does not work in environments such as interstellar space or the limbo of the astral plane, but it does work underground, underwater, and on other planets.
Statistics: Affliction 1 (HT; Advantage, Pathfinder, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/180, -40%; Requires IQ Roll, -10%; Time-Spanning, Past, +50%) [15]. Note: “Pathfinder” is Absolute Direction [5].

Peaceful Sleep
Keywords: Buff.
Full Cost: 54 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 1 day.

The sapient subject becomes able to get a night of peaceful sleep regardless of any condition. He loses such advantages as Insomniac, Light Sleeper, and Nightmares, and becomes immune to effects that impose such advantages. In addition, he never suffers any ill effects due to the quality of his sleep. He gets an IQ roll to notice disturbances and awaken, just like anyone else; success is automatic if he has Combat Reflexes.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Peaceful Sleep, +10%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Insomniac, +150%; Negated Disadvantage, Light Sleeper, +50%; Negated Disadvantage, Nightmares, +120%; No Signature, +20%; Psychic, -30%) [54]. Note: “Peaceful Sleep” is Deep Sleeper [1].

Permanent Forgetfulness
Keywords: Resisted (Will).
Full Cost: 43points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Permanent.

You cause the sapient subject to permanently forget one fact and the fact the he ever knew that fact.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Accessibility, One fact at a time, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Selective Effect, +20%) [43].

Permanent Madness
Keywords: Resisted (Will).
Full Cost: 53 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to add the disadvantages.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Permanent.

You can cause the subject to permanently go insane, adding him the appropriate disadvantages (for example, Berserk, Bestial, Chronic Depression, Confused, Delusions, Flashbacks, Paranoia, Phantom Voices, Phobia, etc.). If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject. You may substitute Brainwashing for IQ, if better. You are at -1 per full -5 points of disadvantages applied.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to cause insanity, -20%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 minute, -30%; Psychic, -30%) [53].

Permanent Possession
Keywords: Resisted (Will).
Full Cost: 65 points.
Casting Roll: IQ.
Cost: 3 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Indefinite.

The caster can move his consciousness from body to body. In theory, he could live forever this way, moving from dying bodies to healthy ones. However, he cannot survive outside a living host. Should his current body die, he will die! Thus, he must keep his current host alive.
To possess a creature, the caster must concentrate for one second and physically touch him. The victim resists at +5 if he is in combat with the caster or otherwise wary of him.
If the caster loses or ties, he is mentally stunned for 1d seconds. In addition, he may never attempt to possess that subject again – he is “immune” to him. If the caster wins, he takes over his victim’s body, completely suppressing his personality. His previous host regains control of his body (if sentient) after 1d seconds of mental stun, and “comes to” with no memory of the possession.
The caster gains his new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and disadvantages. He keeps his own IQ, Perception, and Will, and all of his mental traits. The caster’s social traits may apply, depending on the laws and values of his society. The caster’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level.
The caster can freely access the memories of a sentient host at any time. To recall a specific fact from the subject’s memories requires a straight IQ roll, at no penalty for the time since takeover.
Statistics: Possession (Costs Fatigue, 3 FP, -15%; Full Memory Access, +10%; Psychic, -30%) [65].

Persuasion
Keywords: Buff.
Full Cost: 13 points for level 1 + 2.5 points/additional level*.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

The caster makes the subject being more persuasive to a single other person. When that other person makes a reaction roll to determine his reaction towards this spell’s subject, the roll gets a bonus equal to the spell’s level. The spell ends once this reaction roll is made. In most games, GMs will wish to limit the number of levels of Persuasion a sorcerer may take. Persuasion 5 is a common maximum.
Statistics: Affliction 1 (HT; Advantage, Persuasion 1, +30%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [13]. Additional levels add further Persuasion to the Advantage enhancement [+2.5*]. Note: Each level of “Persuasion” is Charisma 1 (Accessibility, Only against the secondary subject, -50%) [2.5*].
* Calculate the total cost and then round down (because the base ability costs just 11.5 points before rounding). Level 2 costs 15 points, level 3 costs 18 points, level 4 costs 20 points, level 5 costs 23 points, and so on.

Planar Visit
Keywords: None.
Full Cost: 20 or 30 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 10 seconds.
Range: Self.
Duration: Indefinite.

You leave your body behind, unconscious, while your spirit visits another plane of existence. While there, you cannot cast spells or otherwise affect the world in any meaningful way. Your spirit form is visible, but insubstantial. This spell can be maintained indefinitely, but your body’s need to eat, drink, sleep, etc. effectively limits the duration to a day or so – longer if your body is left with friends, in a hospital, or otherwise cared for.
The basic (20-point) version of this spell allows you to visit one other plane, chosen when you learn the spell. The improved (30-point) version opens this up to any dimension you are familiar with. You can become familiar with new planes by hitching a ride there – with another sorcerer using this spell, a magician using an equivalent spell, a creature with an innate ability, etc. – or via tomes of knowledge which contain detailed instructions on where and how to travel.
Unlike most spells, Planar Visit takes 10 or 11 seconds to cast instead of one or two. You can speed this up by taking -1 to skill for each second omitted (maximum -10).
Statistics: Jumper (World; Improved, +10%; Limited Access, -20%; Projection, Cannot affect new world, -50%; Psychic, -30%) [20]. The improved version removes Limited Access [+10]. Note: The Improved enhancement removes the auto-fail on 14+.

Possession
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 1 minute.

The caster moves his consciousness to another body. Should his current body die, he will die! Thus, he must keep his current host alive.
To possess a creature, the caster must concentrate for one second and physically touch him. The victim resists at +5 if he is in combat with the caster or otherwise wary of him.
If the caster loses or ties, he is mentally stunned for 1d seconds. In addition, he may never attempt to possess that subject again – he is “immune” to him. If the caster wins, he takes over his victim’s body, completely suppressing his personality. His previous host regains control of his body (if sentient) after 1d seconds of mental stun, and “comes to” with no memory of the possession.
The caster gains his new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and disadvantages. He keeps his own IQ, Perception, and Will, and all of his mental traits. The caster’s social traits may apply, depending on the laws and values of his society. The caster’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level.
The caster can freely access the memories of a sentient host at any time. To recall a specific fact from the subject’s memories requires a straight IQ roll, at no penalty for the time since takeover.
Statistics: Possession (Costs Fatigue, 1 FP, -5%; Full Memory Access, +10%; Maximum Duration, 1 minute, -65%; Psychic, -30%) [20].

Prehistory
Keywords: Information.
Full Cost: 7 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.

When cast on any inanimate object (or a 1-yard-radius section of a large object), Prehistory lets the caster get a very general impression of an item’s history over a period of millennia.
To cast Prehistory, you must touch the subject item or location, concentrate for one second, and make an IQ roll. This roll is at no penalty for an event that occurred 3,000 years ago, -1 for one that occurred up to 30,000 years ago, -2 if up to 300,000 years ago, -3 if up to 3,000,000 years ago, and so on.
On a success, you receive the very general impression of an item’s history. The age and function of an item can always be determined, but unless the item took part in an important event, age and function may be the only information available. On a failure, you receive no impressions at all, and cannot attempt to read that object or place again for 24 hours.
Statistics: Psychometry (Accessibility, Only a very general impression, -40%; Active Only, -20%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Psychic, -30%; Reliable 6, +30%; Sensitive, +30%) [7].

Presence
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 30 minutes.

It becomes hard for the subject to blend in. The subject’s face is easy to pick out or remember. He gets -1 to Shadowing in crowds, while others have +1 to rolls made to recognize him from a lineup or mug shots – or even to recall meeting him!
Statistics: Affliction 1 (Will; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Presence, +1%; Extended Duration, x10, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [32]. Note: “Presence” is Memorable Face [-1].

Primal Regression
Keywords: Resisted (Will).
Full Cost: 39 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 day.

The sapient subject gains the Stress Atavism (p. B156) disadvantage of a degree of severity chosen by the caster.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Stress Atavism (Severe), +20%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Variable, +5%) [39].

Projection
Keywords: None.
Full Cost: 80 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second or 1 minute (see below).
Range: 100 yards.
Duration: Indefinite.

You can displace your consciousness to a point outside your body. This “viewpoint” must be a specific location within 100 yards. Your body falls unconscious. Your projected self is only vulnerable to spells, mental abilities, Maledictions, etc. See Projection (GURPS Powers, p. 44) for other rules. Your projected self can only affect the insubstantial world.
To cast this spell, pick the desired viewpoint (which can be inside something) and its facing, concentrate for one second, and then make an IQ roll. If the viewpoint is out of sight, you must specify distance and direction, the roll is at -5, and you have to concentrate for one minute.
On a success, you can use your ranged senses as if you were physically present at the viewpoint (this means you cannot sense the environment around your body!). Your vision ignores darkness penalties completely. You cannot see through solid objects, but if your viewpoint were inside (for example) a closed room, you would see what was inside despite the lack of light. If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Projection for as long as you like.
On failure by 1, your consciousness goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
To return your displaced consciousness, move it elsewhere, or change its facing, you must concentrate for one second and make another IQ roll. However, a viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part. You can only have one viewpoint at a time.
The projection’s presence can be detected by Astral Vision, Sense Spirit, Sense Observation, or the like; it is otherwise imperceptible. The Projection cannot cross an Astral Block, Pentagram, or an Utter spell. Repel Spirits will resist its intrusion.

Statistics: Clairsentience (Costs Fatigue, 1 FP, -5%; Fixed Range, -5%; Increased Range, 10x, +30%; Projection, +0%; Psychic, -30%; Second Nature, +70%) [80].

Psychic Surgery
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to remove disadvantages.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Nine days.

You can temporarily remove any mundane mental disadvantages in a sapient subject. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head, where you can “see” his mental disadvantages. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject – at -1 for every full -5 points in disadvantages you wish to remove. You may substitute Brainwashing for IQ, if better. A critical success here gives the subject an excuse to buy off his problem, if he has the character points!
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to remove mental disadvantages, -10%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Psychic, -30%) [10].

Purge Spirit
Keywords: Resisted (Will).
Full Cost: 10 points/level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

This spell allows you to safeguard important knowledge, even from yourself. When casting this spell, you recount one piece of knowledge you possess (up to a maximum of 50 words). This knowledge disappears utterly from your mind, and you might not realize you forgot something. The magic of the spell patches omissions in your memory with indistinct haze.
Statistics: Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Insubstantial Only, -30%; Malediction 2, +150%; No Incendiary Effect, -10%; No Signature, +20%; Psychic, -30%; Variable, +5%) [10/level].

Recall
Keywords: Buff.
Full Cost: 19 points.
Casting Roll: IQ. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.

The sapient subject recalls a single forgotten or obscured fact or event as if he had Photographic Memory (p. B51). The caster makes an IQ roll to restore the memory in question. Time penalties apply, based on the time since the forgotten event occurred. Use Long-Distance Modifiers (p. B241) and substitute “days” for “miles.” Eidetic Memory of the subject gives a +5 bonus; Photographic Memory of the subject gives a +10 bonus (though individuals with Photographic Memory will only need this spell to restore unnaturally removed memories). Only a critical success allows a magically blocked memory to be recalled. A critical failure could cause a false or distorted memory, or eradicate the memory beyond hope of future recovery!
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Recall, +100%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/180, -40%; Requires IQ Roll, -10%; Time-Spanning, Past, +50%) [19]. Note: “Recall” is Photographic Memory [10].

Reconstruct Spell
Keywords: Information.
Full Cost: 5 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

Identifies the spells cast on the subject or by the subject at a specific point in the past selected by the caster; enchanted items do not count. The GM will secretly roll against the caster’s IQ minus time penalties and range penalties (p. B550) to the subject, which the caster must be able to see or touch. For the time penalties use Long-Distance Modifiers (p. B241) and substitute “days” for “miles.” If the sorcerer is familiar with the spells in question, this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer. For example, “some kind of a protection spell”.
Statistics: Detect (Magic; Analysis Only, -50%; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Time-Spanning, Past, +50%; Touch- or Vision-Based, -15%) [5].

Relieve Addiction
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to remove disadvantages.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three days.

You can temporarily remove any addictions in a sapient subject. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head, where you can “see” his addiction; the GM will reveal his Addiction disadvantages. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject – at -1 for every full -5 points in disadvantages you wish to remove. You may substitute Brainwashing for IQ, if better. A critical success here gives the subject an excuse to buy off his problem, if he has the character points!
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to remove addictions, -20%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Psychic, -30%) [10].

Relieve Madness
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to remove disadvantages.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three days.

You can temporarily remove any mental disadvantages in a sapient subject that the GM agrees represent “insanity.” Valid examples include Berserk, Chronic Depression, Flashbacks, Megalomania, and Phantom Voices. Some disadvantages – such as Compulsive Behavior, Delusion, Odious Personal Habit, and Phobia – may count, depending on the severity and specific details. Self-imposed disadvantages (p. B121) never qualify.
If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head, where you can “see” his insanity; the GM will reveal his insanity-related disadvantages. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject – at -1 for every full -5 points in disadvantages you wish to remove. You may substitute Brainwashing for IQ, if better. A critical success here gives the subject an excuse to buy off his problem, if he has the character points!
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to remove “insane” mental disadvantages, -20%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Psychic, -30%) [10].

Remember Path
Keywords: Buff.
Full Cost: 18 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

The sapient subject always knows which way is north, and he can always retrace a path he has followed while the spell was active, no matter how faint or confusing. This ability does not work in environments such as interstellar space or the limbo of the astral plane, but it does work underground, underwater, and on other planets. This gives +3 to Body Sense and Navigation (Air, Land, or Sea).
Statistics: Affliction (HT; Accessibility, Only on sapient beings, -10%; Advantage, Remember Path, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [18]. Note: “Remember Path” is Absolute Direction [5].

Repel Spirits
Keywords: Area (Leveled), Resisted (IQ).
Full Cost: 44 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 50 minutes.

Spirits become unwilling to enter the area; any already within the area leave immediately. You may exclude specific, known spirits or even broad classes of spirits from the effects; e.g., “The spell affects every spirit except for four banshees here.” You may also reduce the area effect if you wish to.
While this spell is technically resisted by each spirit’s IQ, in practice the GM should bother only for extraordinary spirits. If so, victory allows the spirit to remain within the area for three minutes, after which it must roll again.
Statistics: Affliction 1 (IQ; Accessibility, Spirits Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 100x, +80%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Psychic, -30%; Selective Area, +20%) [44]. Additional levels add Area Effect (+50%) [+5].

Repress Memory
Keywords: None.
Full Cost: 2 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.

This spell allows you to safeguard important knowledge, even from yourself. When casting this spell, you recount particular memories. These memories disappears utterly from your mind, and you might not realize you forgot something. The magic of the spell patches omissions in your memory with indistinct haze. If the caster wishes, he may wipe all his memories, granting himself Total Amnesia (p. B123). This memory can only be restored by the Restore Memory spell. The casting roll is at -1 per additional attempt per hour.
Statistics: Controllable Disadvantage (Total Amnesia; Based on Will, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Selective Effect, +20%) [2].

Restore Memory
Keywords: Resisted (Will).
Full Cost: 53 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to remove disadvantages.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Permanent.

You can permanently restore a sapient subject’s memory. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head, where you can “see” his lost memories; the GM will reveal his Amnesia disadvantages or memories lost to other effects and spells. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject – at -1 for every full -5 points in disadvantages you wish to remove. You may substitute Brainwashing for IQ, if better.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to restore memories, -20%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Psychic, -30%) [53].

Retro-Reading
Keywords: Information.
Full Cost: 7 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.

This spell lets the caster receive an impression of the last person to read a particular book, or passage in a book, which must be read by the mage during the casting.
To cast Retro-Reading, you must touch the writing, concentrate for one second, and make an IQ roll. This roll is at no penalty for an event that occurred the same day, -1 for one that occurred up to 10 days ago, -2 if up to 100 days ago, -3 if up to 1 year ago, -4 if up to 30 years ago, -5 if up to 300 years ago, and so on.
On a success, you receive the general impression of the last person to read the writing, but this spell does not reveal any names. On a critical success, you experience an actual vision. No matter how well you roll, you cannot detect magic, spirits, etc.
On a failure, you receive no impressions at all, and cannot attempt to read that writing again for 24 hours.
Statistics: Psychometry (Accessibility, Only books, -40%; Active Only, -20%; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Sensitive, +30%) [7].

Retrogression
Keywords: Resisted (HT or Will).
Full Cost: 96 points.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous or 3 minutes.

Causes a subject to re-experience an event from his past life (or lives!). This can be a torment or as a boon. Different kinds of memories have different effects. A terrifying memory requires a Fright Check at -3 or more; the memory of one’s violent death, for example (in a campaign where Resurrection is possible), requires a Fright Check at -5 (but no more). The memory of a wound or illness requires a HT roll; failure stuns the subject. A memory of slavery or degradation reduces Will by 1 for 3 minutes unless a Will roll is made. A memory of personal triumph and power increases Will by 1 for 3 minutes. The GM judges the effects of any other type of memory, but it should not impose a disadvantage worth more than -10 points or an advantage worth more than 5 points. The caster only specifies the type of event to be relived; he cannot use this spell to “rummage” through the memories of the subject.
Statistics: Alternative Abilities [86]: Affliction 1 (Will or HT; Accessibility, Must be related to a memory, -20%; Advantage, Variable, +50%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Disadvantage, Variable, +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Selectivity, +10%) [30/5=6] + Terror (-5) (Accessibility, Penalty depends on the severity of the memory, -30%; Active, +0%; Costs Fatigue, 2 FP, -10%; Increased Range, 10x, +30%; Presence, +25%; Psychic, -30%) [80].

Scents of the Past
Keywords: Information.
Full Cost: 25 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Indefinite.

When cast on a wall or some object, this spell releases whatever scents it may have been exposed to in the past.
To cast Scents of the Past, you must touch the subject item or location, concentrate for one second, and make an IQ roll. This roll is at no penalty for an event that occurred the same day, -1 for one that occurred up to 10 days ago, -2 if up to 100 days ago, -3 if up to 3 years ago, -4 if up to 30 years ago, -5 if up to 300 years ago, and so on.
A successful use of this spell gives you an actual “replay” of the scents. On a failure, you receive no impressions at all, and cannot attempt to read that object or place again for 24 hours.
Statistics: Psychometry (Accessibility, Scents Only, -60%; Active Only, -20%; Affects Others, +50%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Immersive, +100%; Nuisance Effect, Can be smelled, -10%; Psychic, -30%; Sensitive, +30%) [25]. Notes: Nuisance Effect, Can be smelled, -10% is priced the same as Visible, -10%. Affects Others makes it so others can smell the playback of the spell. This affects any number of nearby subjects without requiring the usual multiple levels of that trait. This is a fair trade-off since this ability is so limited.

Scrying
Keywords: Information.
Full Cost: 60 points for level 1 + 5 points/additional level.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Special.
Duration: Indefinite.

You can displace your sight to a point outside your body. Your ability is reflexive. You can initiate it as a free action and change viewpoints as quickly as you can shift your gaze.
The maximum range of this ability depends on the spell level.
Level
Maximum Range
Full Cost
1
10 yards
65 points
2
20 yards
70 points
3
50 yards
75 points
4
100 yards
80 points
5
200 yards
85 points
6
500 yards
90 points
7
1,000 yards
95 points
+1
uses the same “2-5-10” progression
+5 points
To cast this spell, pick the desired viewpoint (which can be inside something) and its facing, and then make an IQ roll. You need to concentrate for a minute and make a IQ-5 roll if your desired viewpoint is out of sight.
On a success, you can use your ranged senses as if you were physically present at the viewpoint (this means you cannot sense the environment around your body!).
Your vision ignores darkness penalties completely. You cannot see through solid objects, but if your viewpoint were inside (for example) a closed chest, you would see what was inside despite the lack of light. If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Wizard Eye for as long as you like.
On failure by 1, your sight goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
You can return your displaced sight, move it elsewhere, or change its facing as a free action. A viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part.
Statistics: Clairsentience (Clairvoyance, -10%; Costs Fatigue, 1 FP, -5%; Fixed Range, -5%; Second Nature, +70%; Psychic, -30%) [60].

See Secrets
Keywords: Buff.
Full Cost: 18 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Three minutes.

Causes hidden items, doors, traps, etc., to stand out clearly in the subject’s vision. This spell works only on things that were deliberately hidden – not lost.
Statistics: Affliction 1 (HT; Advantage, See Secrets, +70%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [17]. Note: “See Secrets” is Detect Secrets (Cannot Analyze, -10%; Vision-Based, -20%) [7].

    Seek Sleepers
    Keywords: Information.
    Full Cost: 37 points or 47 points.
    Casting Roll: Per. Use IQ for analysis.
    Cost: 1 FP.
    Casting Time: 1 second.  
    Range: Unlimited.
    Duration: Instantaneous.

    After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest sleeping creature. The basic (37-point) version of this spell takes standard range penalties. The improved (47-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the sleeper, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a male human” or “it’s a badger”).
    Any known sleepers may be excluded if the caster mentions them before casting.
    Statistics: Detect Sleepers (Costs Fatigue, 1 FP, -5%; Precise, +100%; Psychic, -30%; Selective Effect, +20%) [37]. The improved version adds Long-Range 1 (+50%) [+10].

Seeker
Keywords: Information.
Full Cost: 9 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

The caster can “home in” on anyone or anything, provided he has a piece of it (or something deeply connected to it) to attune to. Attuning requires one second, as long as the caster has anything even remotely related to that subject to focus on.
Once attuned, the caster can make a Per roll to track down the subject. This takes Long-Distance penalties (p. B241). On a success, he knows the direction, though not the distance, to his attuned subject.
Statistics: Slotted Cosmic Power 1 (7) (Costs Fatigue, 1 FP, -5%; Limited, Trait, Detect, -50%; Nuisance Effect, Must have something related to subject, -5%; Psychic, -30%) [9]. Note: Effectively, this spell emulates effects of the Detect (Subject; Rare) [5] advantage with Cannot Analyze, -10%; and Long-Range 1, +50% for the total cost of 7 points.

Sense Danger
Keywords: Information.
Full Cost: 3 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.

The sorcerer realizes if any immediate danger is nearby. This includes threats that are in close physical proximity, but also those farther away if they threaten to come close and strike (say, within the next few minutes). The GM should provide details commensurate with the margin of success: by 0 might warn “potential danger is near”; by 5 could provide “the local wildlife are hostile”; and by 10 or a critical success might give “a pack of five wolves is coming over the hill to the east less than a minute from now.”
Statistics: Danger Sense (Active Only, -60%; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [3]. Note: The Active Only limitation is borrowed from Precognition (GURPS Powers, p. 68).

Sense Emotion
Keywords: Information, Resisted (Will).
Full Cost: 6 or 10 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

The caster gets a brief flash of the emotions a subject is experiencing. This only works on living, sapient (IQ 6+) beings. If successful, this gives the caster +3 on any roll to detect an impostor, or to use Detect Lies, Fortune-Telling, and Psychology against the subject. The basic (6-point) version takes normal range penalties. The improved (10-point) version does not take any range penalties at all.
Statistics: Empathy (Costs Fatigue, 1 FP, -5%; Psychic, -30%; Requires IQ vs. Will Roll, -10%; Short-Range 2, -20%) [6]. Improved version replaces Short-Range 2, -20% with Remote, +50% [+4].

Sense Foes
Keywords: Information.
Full Cost: 11 or 31 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

With the basic (11-point) version of this spell, you can immediately sense all nearby beings that mean to cause harm to you, sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest appropriate being, and inform you if you succeed.
The improved (31-point) version of this spell works as above, except that you know the precise location of each subject. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Foes; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [11]. The improved version adds Precise (+100%) [+20].

Sense Observation
Keywords: Area (Leveled), Information.
Full Cost: 39 points for level 1 + 5 points/additional level or 117 points for level 1 + 15 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim, Per to notice the observation, and IQ to obtain details.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Three hours.

While this spell is active, the sorcerer has a chance to sense attempts to scry the target area or anyone in it. Alternatively, he may cast it on an individual, in which case the spell may alert him to anyone spying on that subject. “Observation” is not limited to vision; it includes the use of any sense to furtively perceive an unaware subject. Even if the means of spying involves an unaware third party (e.g., the subject of a distant mage’s Soul Rider spell or a nonsentient drone piloted from afar), treat the person orchestrating the scrying and receiving the information as “the observer.”
The basic (39-point) version of this spell warns the caster only of supernatural observation, such as scrying spells, psionic clairvoyance, astral spirits, etc. The improved (117-point) version covers even mundane surveillance; e.g., via binoculars, radar, or just sneaking up close and eavesdropping.
When someone spies on the target, the GM rolls against the sorcerer’s Per (plus Talent) to sense it, as long as the current distance between the sorcerer and the subject (or edge of the area) is within the spell’s range of 100 yards. This roll is at -4 unless the sorcerer’s sole activity is keeping an eye on things; it also takes the same range modifier penalizing the observer (e.g., if a mage’s spell is cast at -6 for distance to the subject, the sorcerer’s roll takes the same -6). Success reveals the surveillance and the general class of power being used, such as “magic,” “divine,” or “mundane.” A successful follow-up IQ (plus Talent) roll will reveal the specific method of scrying, such as the name of the spell, the holy ability (“Eyes of Odin”), or the mundane equipment being used. A critical success on the Per or IQ roll also reveals the direction (though not distance) to the observer.
Distance to the spy is irrelevant. This spell can sense a clairvoyant from Mars, a wizard scrying across dimensions, or (if improved) an orbital satellite.
Statistics: The basic version is Detect (Supernatural Observation; Area Effect, 2 yards, +50%; Cosmic, Range modifiers as for observer, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Nondirectional, -25%; Persistent, +40%; Psychic, -30%; Ranged, +40%; Reflexive, +40%; Selectivity, +10%) [39]. The improved version uses Detect (Observation), which costs 3x as much [117]. Additional levels add Area Effect (+50%) [+5 or +15]. Notes: Selectivity allows Area Effect and Persistent to be dropped when targeting a single subject, at which point Ranged is used to shift the focus of Detect from the sorcerer’s immediate area to the subject’s (for a base 10 seconds). Nondirectional is from p. 9 of GURPS Powers: Enhanced Senses.

Sense Spirit
Keywords: Information.
Full Cost: 19 points or 24 points.
Casting Roll: Per. Use IQ for analysis.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest spirit, undead, or a similar supernatural entity. The basic (19-point) version of this spell takes standard range penalties. The improved (24-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the spirit, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a ghost” or “it’s a zombie”).
The caster may, at the time of casting, limit the spell to a specific type of entity, or exclude a given type or any known spirits.
Statistics: Detect Spirits (Costs Fatigue, 1 FP, -5%; Precise, +100%; Psychic, -30%; Selective Effect, +20%) [19]. The improved version adds Long-Range 1 (+50%) [+5].

Sleep
Keywords: Resisted (Will).
Full Cost: 40 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

The sapient subject falls asleep for 3 minutes, if he fails a Will roll. After this, he can be woken normally, but he will not necessarily wake up right away, especially if already tired. Upon awakening, the subject is stunned (p. B420) and may roll vs. Will once per second to recover.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Sleep, +150%) [40].

Solidify
Keywords: Resisted (Will).
Full Cost: 32 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

This spell temporarily makes an intangible being tangible and affect objects and creatures in the substantial world.
Statistics: Affliction 1 (Will; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Insubstantiality, +80%; Psychic, 30%) [32].

Soul Jar
Keywords: Resisted (Will).
Full Cost: 203 points.
Casting Roll: Will.
Cost: 5 FP.
Casting Time: 1 hour.
Range: Unlimited.
Duration: Instantaneous.

Traps the subject’s soul in some inanimate object (which the subject must be touching). If the subject is not the caster, then he must be present, and either willing or unconscious.
If your soul is in a “jar,” you are unaffected until either your body dies, or the jar is destroyed. The death of your body does not kill you. Your consciousness shifts to the “jar,” where you are able to see, hear, and even cast any spell that you know at skill 20 or above (i.e., castable without speech or gesturing). You may communicate at a distance via telepathy-type spells, if you know any – or by direct mental contact, without a spell, with anyone who handles the jar. Your FP remain the same as when you had a body. You may not spend HP, but you may use any Powerstone currently in contact with your jar.
If a new body comes near the jar, you may try to take it by a Possession, Permanent Possession, or Exchange Bodies spell if you know such a spell. In that case, the soul of that body goes into the jar. But if your soul is in a jar, anything that destroys the jar will kill you permanently – beyond hope of resurrection – even if your body is unharmed.
The spell may be cast again to switch the soul to a different “jar.”
Statistics: Affliction 1 (Will; Advantage, Soul Jar, +1,900%; Based on Will, +20%; Costs Fatigue, 5 FP, -25%; Immediate Preparation Required, 1 hour, -75%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Subject must be willing or unconscious, -30%; Psychic, -30%) [203]. Note: “Soul Jar” is Possession (Accessibility, Only inanimate objects, -10%; Cosmic, Retains senses, +100%) [190].

Soul Prison
Keywords: Resisted (Will).
Full Cost: 49 points.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: Instantaneous.

This spell rips out the subject’s soul. It can only affect a target who has both a physical body and a genuine soul to separate from it. A subject who fails to resist collapses in a coma. This works much as described on p. B429, but the victim gets no HT roll to awaken and cannot be roused with the Awaken spell or similar measures – he’s soulless, not asleep. He must roll vs. HT every 12 hours until he finally fails and dies. This spell may be reversed by Remove Curse before the subject dies.
Statistics: Affliction 1 (Will; Accessibility, Only on beings with souls, -5%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Coma, Variant, +250%; Malediction 2, +150%; No Signature, +20%; Psychic, 30%; Takes Extra Time 1, -10%) [49].

Soul Rider
Keywords: Resisted (Will).
Full Cost: 14 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.

The caster can tap into his subject’s senses. This lets him experience everything the subject experiences. If he is tortured, knocked out, or killed, the GM may require a Will roll to avoid stunning – or perhaps even a Fright Check! The caster must be able to see or touch the subject to tap into his senses. Modify the casting roll for range penalties to the subject (see p. B550).
The caster can maintain this spell for as long as he wishes without further concentration. If he switches to another person, he must stop tapping into his current subject’s senses and roll a Quick Contest with the new subject.
If he loses, he may try again, at a cumulative -2 per repeated attempt on that subject in the past hour. Should he critically fail, he cannot tap into that person’s senses again for 24 hours.
Statistics: Mind Reading (Costs Fatigue, 1 FP, -5%; Psychic, -30%; Sensory Only, -20%) [14].

Soul Stone
Keywords: Resisted (Will).
Full Cost: 170 points.
Casting Roll: Will.
Cost: 5 FP.
Casting Time: 1 hour.
Range: Touch.
Duration: Truly Permanent.

Traps the subject’s soul in some inanimate object (which the subject must be touching). If the subject is not the caster, then he must be present, and either willing or unconscious.
When your soul is in a Soul Stone, the subject cannot be killed. He becomes immune to disease, poison, and aging. Injury affects him normally, but he needs never make a HT roll to stay alive. Once he reaches -10xHP, he is reduced to an indestructible skeleton and automatically falls unconscious. He sustains no further damage from any attack. Once the damage stops, he heals normally – even if he has been hacked to pieces – and any severed body parts will grow back. He regain consciousness once he has positive HP.
Statistics: Affliction 1 (Will; Advantage, Soul Stone, +1,350%; Based on Will, +20%; Costs Fatigue, 5 FP, -25%; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 1 hour, -75%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance Effect, Subject must be willing or unconscious, -30%; Psychic, -30%) [170]. Note: “Soul Stone” is Immunity to Disease (Requires a Soul Stone, -5%) [10] + Immunity to Poison (Requires a Soul Stone, -5%) [15] + Unaging (Requires a Soul Stone, -5%) [15] + Unkillable 2 (Requires a Soul Stone, -5%) [95].

Souldrinker
Keywords: Resisted (HT).
Full Cost: 70 points for level 1 + 11.2 points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

You can steal HP from a victim to replenish your own. You must be able to see your victim with your unaided sight while stealing his life. If the victim fails to resist, he loses HP equal to the level of this spell; for every 1 HP he loses, you recover 1 HP.
Statistics: Leech 1 (Accelerated Healing, +25%; Based on HT, +20%; Costs Fatigue, 1 FP, -5%; Malediction 2, +150%; Ranged, +40%; Psychic, -30%; Vision-Based, Reversed, -20%) [70 + 11.2/additional level].

Speed Reading
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 1 hour.

This spell lets the sapient subject read and absorb written information at 10 times his normal pace.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Speed Reading, +140%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [29]. Note: “Speed Reading” is Enhanced Time Sense (Accessibility, Only when reading, -70%) [14].

Spirit Incursion
Keywords: Area (Fixed).
Full Cost: 5 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 10 seconds.

Fills a 2-yard-radius area with conjures evil spirits. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. This spell conjures evil spirits related to those called by Skull-Spirit (GURPS Magic, p. 151). But instead of a single entity that serves obediently for 24 hours and is free to roam, this spell brings an indeterminate number of spirits that stay for mere seconds, are bound to a place, and don’t distinguish friend from foe. Each turn, every living creature in the area suffers 1 HP of toxic injury, which bypasses all DR.
Attempts to battle the entities this spell conjures are pointless – the magic brings a steady stream of spirits that partially materialize where the victim cannot see them, take a “bite,” and then vanish into the Spirit World. Neutralizing a small number would change nothing. However, Repel Spirits excludes these beings unless Spirit Incursion can beat it in a Quick Contest, while Astral Block prevents them from partially materializing to attack. Either situation means people inside the area of the defensive spell are safe
Statistics: Toxic Attack 1 point (Accessibility, Only on living beings, -10%; Area Effect, 2 yards, +50%; Cosmic, Irresistible Attack, +300%; Costs Fatigue, 1 FP, -5%; Nuisance Effect, Spirit Resistance, -5%; Persistent, +40%; Psychic, -30%) [5].

Stabbing Party
Keywords: Area (Leveled), Resisted (Will; special).
Full Cost: 25 points for level 1 + 25 points/additional level.
Casting Roll: IQ.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 1 second.

Sapient creatures who fail to resist (a subject must lose two resistance contests) must use their next combat maneuver to attack the nearest ally (never an enemy or neutral party); if several are equidistant, choose one at random. Subjects with no allies on the battlefield are unaffected.
A subject with a ready ranged attack uses it, usually meaning an Attack maneuver. One with only melee attacks chooses Attack if the nearest ally is within one step, All-Out Attack (Strong) if the target is farther away but within half Move forward, or Move and Attack if those options are impossible. A subject who can’t attack the nearest ally in one turn prepares to do so, dropping a melee weapon to Ready a ranged one, using Concentrate to cast a Missile spell, or – if without a ranged attack – taking a full Move toward the chosen target.
Movement is always as direct as possible, without regard for battle formations or who ends up behind whom. Subjects suffer unavoidable penalties for their attacks (e.g., distance and visibility for ranged attacks, or the Move and Attack penalty), but won’t take optional penalties for hit location, Deceptive Attack, Rapid Strike, etc. unless final skill would be 16+. Similarly, they won’t try to “spoil” attacks by, for instance, taking Move and Attack if they could Attack, or shifting their weapon to the off hand. For one turn, they truly want to kill their allies.
Attacks must likewise be as damaging as possible, never “pulling punches,” always choosing the Strong option if making an All-Out Attack, and using the deadliest attack mode or weapon (GM’s decision) if there’s a choice. Anyone who can Fast-Draw a better weapon does so; e.g., someone holding a dagger and wearing a holstered pistol drops the blade, Fast-Draws the gun, and shoots. If this means expending a one-shot item, expensive Missile spell, or limited-use ability, too bad!
Targets of these attacks may defend normally if they see them coming. Attacks from allies are likely to come from the back (no defense) or side (-2 to defend), however.
If you tie or lose, the subjects can sense coercion coming from you. In addition, you cannot try to affect them again within 24 hours.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to harm ally, -30%; Area Effect, 2 yards, +50%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Independent, +70%; Psychic, -30%; Reduced Duration, 1/180, -40%; Suggestion, -40%; Takes Extra Time 1, -10%) [25]. Additional levels add Area Effect (+50%) [+25].

Steal Energy
Keywords: None.
Full Cost: 12 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch.
Duration: Indefinite.

You can steal FP from a victim to replenish your own. There is no resistance roll, but the subject must be either willing or completely helpless. You must touch him constantly while stealing energy. Every two seconds, he loses 3 FP, and you recover 1 FP.
Statistics: Leech 3 (Costs Fatigue, 1 FP, -5%; Only Heals FP, -20%; Psychic, -30%; Takes Extra Time 1, -10%) [12].

Steal Grace
Keywords: Resisted (DX).
Full Cost: 26 points for level 1 + 16 level/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.

The victim (who must be a sapient living being) suffers temporary DX loss equal to the spell level. Lower all skills based on DX by a like amount. Secondary characteristics are not affected. However, the caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work. The caster gains a bonus to DX equal to the imposed penalty for the duration of the spell.
Statistics: Affliction 1 (DX; Accessibility, Sapient living beings only, -15%; Attribute Penalty, DX-1, +10%; Based on DX, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Penalty cannot lower the attribute below racial average, -50%; Psychic, 30%) [12] + DX+1 (Extended Duration on Trigger, 3x, +20%; Not more than the stolen DX, -20%; Trigger, Stolen DX, Illegal, Common, -30%) [14]. Additional levels add extra DX-1, +10% to the Affliction and extra levels of DX [+16/level].

Steal Might
Keywords: Resisted (ST).
Full Cost: 26 points for level 1 + 16 level/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.

The victim (who must be a sapient living being) suffers temporary ST loss equal to twice the spell level. Lower all skills based on ST by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. However, the caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work. The caster gains a bonus to ST equal to the imposed penalty for the duration of the spell.
Statistics: Affliction 1 (ST; Accessibility, Sapient living beings only, -15%; Attribute Penalty, ST-2, +10%; Based on ST, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Penalty cannot lower the attribute below racial average, -50%; Psychic, 30%) [12] + ST+2 (Extended Duration on Trigger, 3x, +20%; Not more than the stolen ST, -20%; Trigger, Stolen ST, Illegal, Common, -30%) [14]. Additional levels add extra ST-2, +10% to the Affliction and 2 extra levels of ST [+16/level].

Steal Skill
Keywords: Resisted (Will).
Full Cost: 56 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: 1 mile.
Duration: 1 minute.

You can “tap into” the mind of a sapient subject you can see or hear, and steal their knowledge. You can steal the equivalent of 4 character points in a single skill (e.g., if you learned a Hard skill, you would know it at IQ+0). You cannot have more points in the skill than the person you’re stealing it from does. If the distance between you and the subject becomes more than a mile, you lose the stolen skill!
Statistics: Telepathic Learning 4 (Costs Fatigue, 1 FP, -5%; Limited, One Skill, -10%; Power Theft, +200%; Reduced Time 2, +40%; Psychic, -30%; Requires a Will vs. Will roll, -15%; Vision- or Hearing-Based, -15%) [56]. Note: The Power Theft enhancement was borrowed from the Leech advantage.

Steal Vigor
Keywords: Resisted (HT).
Full Cost: 24 points for level 1 + 16 level/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.

The victim (who must be a sapient living being) suffers temporary HT loss equal to twice the spell level. Lower all skills based on HT by a like amount. Secondary characteristics are not affected. However, the caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work. The caster gains a bonus to HT equal to the imposed penalty for the duration of the spell.
Statistics: Affliction 1 (HT; Accessibility, Sapient living beings only, -15%; Attribute Penalty, HT-2, +10%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Penalty cannot lower the attribute below racial average, -50%; Psychic, 30%) [10] + HT 2 (Extended Duration on Trigger, 3x, +20%; Not more than the stolen HT, -20%; Trigger, Stolen HT, Illegal, Common, -30%) [14]. Additional levels add extra HT-2, +10% to the Affliction and 2 extra levels of HT [+16/level].

Steal Vitality
Keywords: None.
Full Cost: 19 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch.
Duration: Indefinite.

You can steal HP from a victim to replenish your own. There is no resistance roll, but the subject must be either willing or completely helpless. You must touch him constantly while stealing vitality. Every two seconds, he loses 3 HP, and you recover 1 HP.
Statistics: Leech 3 (Costs Fatigue, 1 FP, -5%; Psychic, -30%; Takes Extra Time 1, -10%) [19].

Steal Wisdom
Keywords: Resisted (IQ).
Full Cost: 26 points for level 1 + 16 level/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.

The victim (who must be a sapient living being) suffers temporary IQ loss equal to the spell level. Lower all skills and spells based on IQ by a like amount. IQ reductions also apply to Will and Perception. However, the caster cannot lower the subject’s attribute below the subject’s racial average (10 for a human). Thus, a subject must have an exceptional score for this spell to work. The caster gains a bonus to IQ equal to the imposed penalty for the duration of the spell.
Statistics: Affliction 1 (IQ; Accessibility, Sapient living beings only, -15%; Attribute Penalty, IQ-1, +10%; Based on IQ, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Penalty cannot lower the attribute below racial average, -50%; Psychic, 30%) [12] + IQ+1 (Extended Duration on Trigger, 3x, +20%; Not more than the stolen IQ, -20%; Trigger, Stolen IQ, Illegal, Common, -30%) [14]. Additional levels add extra IQ-1, +10% to the Affliction and extra levels of IQ [+16/level].

Stop Healing
Keywords: Resisted (HT).
Full Cost: 41 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 week.

The subject’s body stops healing naturally. The subject can never heal naturally and cannot steal HP from others, but can still be healed with magic healing spells.
Statistics: Affliction 1 (HT; Costs Fatigue, 1 FP, -5%; Disadvantage, Unhealing (Total), +30%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, 30%) [41].

Strengthen Will
Keywords: Buff.
Full Cost: 14 points for level 1 + 5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.

You increase the sapient target’s Will by 1 per level of this spell for 3 minutes.
Statistics: Affliction (HT; Accessibility, Only on sapient beings, -10%; Advantage, Strengthen Will 1, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [14]. Additional levels add further Strengthen Will to the Advantage enhancement (+50%) [+5]. Note: Each level of “Strengthen Will” is Will+1 [5].

Suggestion
Keywords: Resisted (Will).
Full Cost: 63 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 9 minutes.

You can send silent telepathic commands to a sapient subject. If the subject fails to resist, you can give him a simple command; see the Suggest skill (p. B191) for guidelines. Any order that goes against the subject’s values or sense of self-preservation triggers another resistance roll, possibly at a bonus. The suggestion only lasts as long as the spell lasts.
The subject remembers everything he did, but he is convinced that he chose to do so. He will react to behavior too bizarre to be rationalized by pushing it out of his mind and not thinking about it. Hypnotism, Psychology, and Telepathy can be used to eventually bring out the truth.
If you tie or lose, the subject can sense coercion coming from you. In addition, you cannot try to affect him again within 24 hours.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Independent, +70%; Psychic, -30%; Rationalization, +20%; Suggestion, -40%) [63].

Summon Spirit
Keywords: Information.
Full Cost: 13 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.

By touching a corpse, you can force its spirit to answer any one specific question that he can answer with a brief sentence. To cast the spell, you must first touch your subject, concentrate for one second, and make an IQ roll. You must also share a language with him.
The subject cannot resist, but your IQ (plus Talent) roll takes the following penalties: -5 if you don’t know the subject’s full name. -1 if it has been more than a week since the subject’s death, -2 if more than a month, -3 if more than a year, -4 if more than 10 years, -5 if more than 50 years, and -6 if more than 500 years; and you only get one try. If you win, you contact the spirit and force it to give you the answer. The answer is what the subject believes to be true – if he doesn’t know, he’ll tell you.
Statistics: Mind Probe (Accessibility, Only on corpses, -20%; Cosmic, Works on the dead, +50%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Psychic, -30%) [13]. Feature: Time penalty replaces the normal Quick Contest.

Synapse Overload
Keywords: Resisted (HT).
Full Cost: 37 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

You cause the sapient target’s mind to unleash a vast overflowing torrent of information throughout the target’s body, causing the target’s synapses to violently trigger. If the target fails to resist, it takes 1d non-incendiary burning surge damage (ignoring DR) and is physically stunned. On subsequent turns, the target can roll against HT once per second to recover.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient creatures with a nervous system, -20%; Costs Fatigue, 1 FP, -5%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [24] + Burning Attack 1d (HT; Accessibility, Only on sapient creatures with a nervous system, -20%; Based on HT, +20%; Link, +10%; Malediction 2, +150%; No Incendiary Effect, -10%; No Signature, +20%; Psychic, -30%; Surge, +20%) [14].

Synaptic Pulse
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 28 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.

You emit a pulsating mental blast that stuns all sapient creatures in range of your psychic shriek. Roll a Quick Contest between of Will between the sorcerer and his targets, penalized by the range between them. Mind Shield adds to resistance against this spell. If the caster wins, the target suffers mental stun. On subsequent turns, they can recover normally by making an unpenalized IQ roll.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Emanation, -20%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Variable, Area, +5%) [28]. Additional levels add Area Effect (+50%) [+5].

Telepathic Overload
Keywords: Resisted (HT or Will).
Full Cost: 49 points.
Casting Roll: Will.
Cost: 4 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: Instantaneous.

Attempts to directly and fatally overload even the most rudimentary of brains. This spell is effective against any physical IQ 1+ entity! The subject may resist using the better of HT (brain) or Will (mind). If the victim fails to resist, the brain is burned out, its functions suspended and memories deleted. The victim collapses immediately. The body lives on for HT/3 minutes, but the person is gone barring an Instant Restoration spell cast within that window of opportunity.
Statistics: Affliction 1 (HT; Accessibility, Only against physical IQ 1+ entities, -10%; Costs Fatigue, 4 FP, -20%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Psychic, -30%; Takes Extra Time 1, -10%) [49].

Telepathy
Keywords: None.
Full Cost: 35 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.

The caster can hold a two-way conversation with another person. Range is theoretically unlimited, but the IQ roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). If the caster cannot see or otherwise sense his subject, he has an additional penalty: -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; or -5 for someone met only briefly.
If successful, the subject hears the caster’s voice and may immediately respond. If he does not wish to speak with the caster, it’s a free action for him to mute the caster’s voice to a whisper. The caster may maintain a connection with that subject for as long as he’d like. No further rolls are normally required unless the range penalty worsens.
Statistics: Mind Reading (Accessibility, Projected thoughts only, -20%; Link, +10%; Psychic, -30%; Telecommunication, -20%) [12] + Telesend (Costs Fatigue, 1 FP, -5%; Link, +10%; Psychic, -30%) [23].

Tell Age
Keywords: Information.
Full Cost: 9 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.

This spell tells the caster age of the subject. On a failure, the caster does not learn anything, and cannot attempt to learn age of the same subject again for 24 hours.
Statistics: Psychometry (Accessibility, Only to learn age, -30%; Active Only, -20%; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Sensitive, +30%) [9].

Tell Position
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.

Tells the caster the subject’s exact distance, azimuth, and altitude relative to the caster. The caster must be able to see the subject. Error is around 5%; where relevant, the GM will secretly roll 2d-7 for the percentage, keeping negative numbers.
Statistics: Eye for Distance (Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].

Tell Time
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.

Tells the caster what time it is – as well as the day and year, should that be in doubt.
Statistics: Accessory (Clock; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].

Tell Weight
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.

Tells the caster weight of the touched subject.
Statistics: Accessory (Scales; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].

Terror
Keywords: Area (Fixed).
Full Cost: 36 points for level 1 + 12 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.

See GURPS Thaumatology: Sorcery, p. 21. Can only affect sapient beings.
Statistics: Terror (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Presence, +25%; Psychic, -30%; Ranged, +40%) [36]. Additional levels add -1 to the Fright Check [+12].

Thoughtsense
Keywords: Information.
Full Cost: 66 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: None.
Range: Self.
Duration: Indefinite.

When this spell is active, the caster can sense conscious minds and know their precise location. The GM will roll against your Per (plus Talent), minus the range penalty to the conscious mind, and inform you if you succeed. This allows the caster to cast spells on any of them for as long as they keep perceiving them. Unlike other psychic spells, this spell does not require you to always use All-Out Concentrate.
Statistics: Detect (Conscious Minds; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Reflexive, +40%; Precise, +100%; Psychic with no All-Out, -5%) [66].

Tongues
Keywords: Buff.
Full Cost: 73 or 133 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

The basic (73-point) version of this spell grants the sapient subject the ability to speak every language at Accented (or Native, if the subject has Language Talent), excluding alien languages. The improved (133-point) version of this spell includes alien languages, though the subject may need special technology (or the Mimicry advantage) to produce the correct sounds.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Tongues, +600%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [73]. Notes: “Tongues” is Omnilingual (Cosmic, Universal Translator, +50%) [60]. The improved version improves Omnilingual to Xeno-Omnilingual [+60]. The advantages may be found in Pyramid #3-54, page 29.

Touch of Idiocy
Keywords: Obvious, Resisted (Will).
Full Cost: 19 points.
Casting Roll: Will. Use DX or unarmed combat skills to hit.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.

Your touch mentally weakens the sapient victim, if he fails to resist with Will. The victim temporarily loses 4 IQ. Lower all skills and spells based on IQ by a like amount. IQ reductions also apply to Will and Perception.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Attribute Penalty, IQ-4, +40%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Psychic, -30%) [19].

Touch of Weakness
Keywords: Resisted (HT).
Full Cost: 15 points.
Casting Roll: Will. Use DX or unarmed combat skills to hit.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.

Your touch physically weakens the victim, if he fails to resist with HT. The victim suffers temporary ST loss equal to your margin of victory (maximum -10). Lower all skills based on ST by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. This spell can only affect living beings.
Statistics: Affliction 1 (HT; Accessibility, Only on living beings, -10%; Attribute Penalty, ST-10, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Penalty cannot exceed margin of victory, -50%; Psychic, -30%) [15].

Tower of Iron Will
Keywords: Area (Fixed).
Full Cost: 30 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: None.
Range: Self.
Duration: Indefinite.

While this spell is active, you project a mental barrier that protects everyone within 4 yards of you. Add 3 to IQ or Will whenever you or anyone within the area resist an ability with the Telepathic limitation, a Communication and Empathy or a Mind Control spell, or a similar direct mental ability from outside the barrier. In addition, the barrier hinders attempts to locate the minds of those inside with supernatural abilities. Such abilities must win a Quick Contest against your Will + 3 to find the minds. You cannot drop this barrier without switching to another spell. Even if you or another creature within the barrier choose to waive the resistance roll against a beneficial ability, the Tower of Iron Will will try to resist, using 8 (or the normal resistance roll, if lower). Unlike other psychic spells, this spell does not require you to always use All-Out Concentrate.
Statistics: Mind Shield 3 (Affect Others 1, +50%; Always On, -10%; Area Effect, 4 yards, +100%; Costs Fatigue, 1 FP, -5%; Force Field, +20%; Psychic with no All-Out, -5%) [30].

Trace
Keywords: Information.
Full Cost: 11 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.

The caster can track anyone or anything. As long as the spell is maintained, the caster will know the direction and distance to the subject. Either the subject must be visible to the caster when the spell is first cast, or the caster must first cast Seeker successfully.
The casting roll takes Long-Distance Modifiers (p. B241). If during the spell’s duration the subject moves away enough to increase the range penalty, then the caster must make a new Per roll.
Statistics: Slotted Cosmic Power 1 (9) (Costs Fatigue, 1 FP, -5%; Either/Or (Vision-Based, Reversed, -20% or Nuisance Effect, Must have tracked the subject with Seeker first, -5%), -1%; Limited, Trait, Detect, -50%; Psychic, -30%) [18]. Note: Effectively, this spell emulates effects of the Detect (Subject; Rare) [5] advantage with Cannot Analyze, -10%; Reflexive, +40%; and Long-Range 1, +50% for the total cost of 9 points.

Trace Labyrinth
Keywords: None.
Full Cost: 2 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.

As long as the spell is active, it will create a magical trace of the caster’s movement, which everyone can see as a faintly glowing line. After the spell lapses, the trace extends no further, but remains visible as long as the caster is underground, and vanishes immediately when he leaves.
Statistics: Absolute Direction (Accessibility, Only underground, -30%; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Trace Stays, +15%; Visible, -10%) [2].

Trace Teleport
Keywords: Information.
Full Cost: 13 points.
Casting Roll: Per. Use IQ for analysis.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

When cast soon after someone or something teleports, timeports or plane-shifts in or out, this spell gives the caster a vision of the destination of the teleported subject. The GM will secretly roll against the caster’s Per minus range penalties (p. B550) to the subject, teleportation of which the caster must have witnessed. The follow-up IQ roll will give the caster a good idea of the magnitude of the roll penalty involved to cast the spell or use the ability. On a critical success, the actual destination will be known, but any success gives the caster enough of a sense of the destination to follow, if he does so within a minute of casting Trace Teleport. The spell operates at a cumulative -1 for each minute that elapses between the teleport and the casting.
Statistics: Detect (Teleportation; Accessibility, The caster must witness the teleportation, -15%; Analyzing, +100%; Costs Fatigue, 1 FP, -5%; Nuisance Effect, Time Penalties, -20%; Psychic, -30%) [13].

True Seeing
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.

This spell allows the subject to see through illusions of any kind.
Statistics: Affliction 1 (HT; Advantage, True Seeing, +150%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, 30%) [29]. Note: “True Seeing” is See Invisible (Illusion) [15].

Truthsayer
Keywords: Resisted (IQ).
Full Cost: 6 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

Perform a Quick Contest of caster's Will versus the subject’s IQ (or Fast-Talk or Acting skill, if appropriate). Success lets the caster pinpoint if a phrase spoken in the last five minutes by the subject was a lie, or if the last statement uttered by the subject was a lie, caster's choice. The caster can voluntarily penalize his casting roll; for each -1 penalty to the roll, he can reach an additional 5 minutes into the past.
Statistics: Unusual Training (Detect Lies) [1] + Detect Lies (H) Per+0 (Based on Will, +20%; Costs Fatigue, 1 FP, -5%; No Signature, +20%; Psychic, -30%; Time Spanning, Past, (Reduced Range, 1/200, 5 minute intervals instead of 24 hour intervals, -70% Short-Range 2, -1 penalty for every 5 minutes back, -20%), +10%) [5].

Turn Spirit
Keywords: Resisted (Will).
Full Cost: 29 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

This spell causes a spirit to retreat from the caster and be unwilling to come within 10 yards of him.
Statistics: Affliction 1 (Will; Accessibility, Only spirits, -40%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Dread (10 yards), +57%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, 30%) [29].

Turn Zombie
Keywords: Area (Leveled).
Full Cost: 64 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous. Undead who flee will remain affected for 15 hours.

Every zombie in the area takes 2d of crushing damage. (Here, “zombie” means any mindless undead creature animated by magic.) Their DR does not protect! In addition, every zombie must immediately roll against HT+DR; this is an unopposed roll, not a Quick Contest. If that roll fails, that zombie immediately flees from the caster and will not approach him again for the next 15 hours.
Statistics: Affliction 1 (HT; Accessibility, Zombies only, -50%; Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Disadvantage, Dread, +30%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Link, +10%; No Signature, +20%; Psychic, -30%; Variable, Area, +5%) [23] + Crushing Attack 2d (Accessibility, Zombies only, -50%; Area Effect, 2 yards, +50%; Cosmic, Irresistible attack, +300%; Link, +10%; No Signature, +20%; Psychic, -30%; Variable, Area, +5%) [41]. Additional levels add Area Effect (+50%) to Affliction [+5] and Crushing Attack [+5].

Vexation
Keywords: Resisted (Will).
Full Cost: 29 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

The caster makes the subject being less persuasive to a single other person. When that other person makes a reaction roll to determine his reaction towards this spell’s subject, the roll gets a -5 penalty. The spell ends once this reaction roll is made.
Statistics: Affliction 1 (Will; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Vexation, +12%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [29]. Note: “Vexation” is Social Stigma (-5 penalty; Accessibility, Only against the secondary subject, -50%) [-12].

Vigil
Keywords: Buff.
Full Cost: 41 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 1 day.

This spell allows the sapient subject to go without sleep for a day with no ill effects.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Vigil, +200%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [41]. Note: “Vigil” is Doesn’t Sleep [20].

Waves of Exhaustion
Keywords: Obvious.
Full Cost: 14 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.

You fire a cone of negative energy that does 1d fatigue damage per level. The spell spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The cone has a maximum width of 5 yards at the spell’s maximum range. This spell has the 1/2D range of 2 yards.
Statistics: Fatigue Attack 1d (Cone 5, +100%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, x2, +5%; Psychic, -30%; Reduced Range, 1/10, -30%) [14/level].

Weaken Blood
Keywords: Resisted (HT).
Full Cost: 39 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 day.

The subject gets the Hemophilia (p. B138) disadvantage.
Statistics: Affliction 1 (HT; Costs Fatigue, 1 FP, -5%; Disadvantage, Hemophilia, +30%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [39].

Weaken Will
Keywords: Resisted (Will).
Full Cost: 25 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

The sapient victim suffers temporary Will loss equal to your margin of victory (maximum -10). Lower all skills based on Will by a like amount.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Will-10, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Penalty cannot exceed margin of victory, -50%; Psychic, 30%) [25].

Wisdom
Keywords: Buff.
Full Cost: 29 points for level 1 + 20 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.

You increase the sapient target’s IQ by 1 per level of this spell for 3 minutes. This affects the IQ-based skills, Will, Per, etc. Note that this increase of IQ will not affect casting rolls for spellcasters using such magic systems as Ritual Path Magic or Incantation Magic.
Statistics: Affliction (HT; Advantage, Wisdom 1, +200%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [29]. Additional levels add further Wisdom to the Advantage enhancement (+200%) [+20]. Note: Each level of “Wisdom” is IQ+1 [20].

Zombie
Keywords: None.
Full Cost: 16 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Indefinite, see text.

The caster touches a corpse and animates it. The nature and condition of the corpse determines the nature of the undead creature produced. The animated corpse becomes an undead servant of the caster.
If the undead is destroyed, the summoner must wait a full day to call replacements. Dismissing the undead is a free action, but you may only dismiss him if he is physically present. You can only cast this spell if your character’s point total is at least 2 times bigger than the undead creature’s.
Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.
Statistics: Ally (Zombie; Built on 50%; Constantly, no roll required; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Minion, +0%; Psychic, -30%; Requires a body, -20%) [16].

Zombie Summoning
Keywords: Resisted (Will).
Full Cost: 68 points.
Casting Roll: Per to detect, IQ to analyze, IQ to assume control.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.

After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest zombie (any undead creature created with the Zombie spell). This spell uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the zombie, and may fist make a follow-up IQ roll to analyze the target (for example, to determine its physical health) and then make another follow-up IQ roll with the same penalty to call it to himself. It moves towards the caster as fast as it can, until the spell ends or the zombie reaches the immediate vicinity of the caster.
Once the zombie reaches the caster, it stays nearby, without attacking, until the spell ends. The spell is broken if the caster or one of his companions attacks the zombie.

Statistics: Detect Zombie (Link, +10%; Lock-On, +50%; Long-Range 1, +50%; Precise, +100%; Psychic, -30%; Selective Effect, +20%) [15] + Mind Control (Accessibility, Zombies Only, -50%; Accessibility, Only to make the zombie travel to you, -80%; Cosmic, Affects zombies, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Independent, +70%; Link, +10%; Long-Range 1, +50%; Psychic, -30%; Terminal Condition, Broken if attacked, -10%) [53].


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