Wizardry: Fun with Prestidigitation
D&D, being a combat-focused system, combines all the minor utility spells that wizards would likely to learn to make their day-to-day lives easier into a single spell - Prestidigitation. GURPS is an entirely different beast, with plenty of spells in GURPS Magic that a D&D player would call useless. Then, we even have GURPS Magic: The Least of Spells that is full of them. From what I gathered, the edition that expanded upon Prestidigitation is the most detail is, surprisingly, D&D 3.0 (not 3.5). Generally speaking, D&D 3.0 seems to have much more soul than 3.5 despite being almost identical mechanically. Tome & Blood has a page titled "Fun With Prestidigitation" that says what this spell can do in a much clearer way. So, let's adapt them to wizardry, as there can never be too many cheap spells. After all, such spells make regular improvisation much more attractive.
Change had to be... changed. Here, it transforms up to 8 ounces of any solid material into something else, but due to Create being limited to bulk material, it cannot create "complex" objects as a product. The original spell could, for example, turn a coin into a ring, but it isn't possible here.
Chill and Warm had to go, as having Cool and Warm that change the ambient temperature should be enough for me.
Clean lets you wash dishes, floors, etc. Decided to build it via Telekinesis instead of Control Grime.
Dampen uses the Rinse perk as a base. An arbitrary Cosmic enhancement changes the way it works, but all the other limitation compensate for it.
Flavor is a spell that requires jumping through so many hoops that any sane person would probably just call it a perk or something like that. I'm I'm not any sane person. Since we already have Season based on a GURPS Magic food spell, at first, I wanted to just rename it to Flavor, but I noticed that their effects are quite different. You see, Season adds flavors that can be added with seasoning to food. Flavor makes anything, not just food, taste differently. Season has a permanent duration, but Flavor lasts only 30 minutes (it's 1 hour in the original version, but I really wanted to get the cost within 5 points to be able to buy this spell as a learned spell for just one point). Season used Control Food as the base, but here I'd have to use a godlike version of Control that would be at least 30 points base. Create has Solid, Liquid, and Gas as the highest tier of matter, but Flavor is supposed to be able to change the flavor of solids and liquids, so 30 points would probably be too low. Instead, I decided to asspull Control Flavor as a rare category of process-based control from GURPS Powers: The Weird, and use the standard mass-based limit. I even had to use Takes Extra Time 2.5, -25% to squeeze in the final -5% of limitations, because I really didn't want to increase the FP cost for such a minor spell. This let me barely fit this spell within the 5-point goal budget. Now, you can trick a bulette by making something taste like elf meat. Were these rules shenanigans worth it? Probably not, but I don't care.
Color uses Control Solid as a base, assuming 30 points/level as the base cost. I think this spell can actually be useful in some situations, so buying it as part of an alternative abilities array may be worth it.
Dirty is the inverse of Clean and is built the same way, even though it may seem dumb.
Dry is the reverse of Dampen. Instead of building it via Create Water with Destruction, I just added "Reversed" to the Dampen build and called it a day.
Firefinger is just the Ignition perk with minor changes.
Gather collects small objects into a pile or container.
Polish polishes an object.
Sketch is the most expensive spell here. Compared to Arcane Mark, it allows drawing anything, not just symbols, lasts a shorter time, and can be hung in air or attached to an object. It has a lower casting cost and casting time.
Stitch is a peculiar spell that lets you sew without a needle or thread, and do so much faster than normal. For this spell, there should be a +4 bonus to the roll, but I transformed it into a -40% decrease in the base task time.
Tie is very similar to the one above. Interestingly enough, Knot-Tying doesn't care about your ST, so I left it at 1.