Wizardry: Legacy Underdark Spells
Usually, I determine books from which to convert spells randomly, and this is one of such cases. I rolled Weapons of Legacy. Does anyone even remember this book? Back in the day, I remember it being not well received and almost forgotten. I actually like the concept of the book, even if the execution wasn't very good (allegedly, because I've never used it myself). The gist of it is that you get a unique weapon that gains new abilities as you level up. GURPS actually has this as the Named Possession perk. Weapons of Legacy has only a few spells, and only one of them is worth even looking at when it comes to adapting to wizardry.
Sever Legacy doesn't simply remove the Named Possession perk, but also all the similar [X] Bond perks. You may notice that the duration is Truly Permanent even though the statblock has Extended Duration, Permanent, +150%. Why? Because look at the spell. Do you think it is worth 32-40 points? Would it be better if it were 15 points more expensive? "Permanent" by default must include a dispel clause, and "spend 1 point to buy the perk again" is probably enough. This is mostly a spell for NPCs to use against the PCs. I can imagine it being more useful in Oriental settings, with all the samurai and ancestral swords.
All right, but a post with a single spell would be lame, so I rolled another book and got Underdark. Now that's a good one. Some of the spells already were adapted, but there are some interesting ones left. Perfect.
Amorphous Form is a spell that turns you into an ooze. Perfect for assassins and other infiltrators.
Blindsight adds a new sense to the subject. I changed the wording of the Vibration Sense advantage somewhat to make it more clear what it does.
Burrow gives the subject tough claws that can be used as weapons or shovels.
Clarity of Mind is a rather boring buff spell that is nonetheless useful.
Drown is a save-or-die spell that I didn't build via Choking, +100%, because the suffocation rules in GURPS are... all over the place. I'm paying for effect, so this is a variant of Heart Attack here.
Locate Node is the first of the spells that deal with "earth nodes." The earth nodes are very similar to the ley line nodes in GURPS, so I decided to make this spell more generic and treat earth nodes as ley line nodes with flavored mana.
Mass Burrow is a mass version of Burrow for situations when you really need to do some digging done quick.
Node Door is a teleportation spell that only works between ley line nodes.
Node Genesis creates a new ley line node.
Node Lock hides the ley line node from others and penalizes attempts to use/affect it. I made it with Obscure because... because I did, okay?
Portal Barricade temporarily closes a portal.
Portal Stabilization temporarily increases the Malfunction number of a portal.
Portal-to-Portal Redirect allows you to change the destination of a portal.
Portal Reformat adds or removes keys to a portal (this is related to D&D portal metaphysics).
Portal View makes a portal transparent from one side.
Stick is a perk-level spell that affixes one object to another.
Stone Metamorphosis lets you transmute rock.
Stone Sphere allows you to play bowling in the dungeon.
Tremorsense adds a new sense to the subject. I remember that in the past I used to build it as Vibration Sense with Environmental, Ground, -20%, but Subsonic Hearing is a more appropriate option, according to GURPS Powers: Enhanced Senses.
Viscid Glob is a rather powerful spell that engulfs creatures in sticky goo.
Wall of Dispel Magic is self-explanatory.