Yes

*air* Stunbolt Missile, resisted by HT The target is struck with sudden blast of intense air pressure. The caster can choose to physically stun (B.106) rather than injure. For each additional point of energy spent on the stun version of this spell, the target's HT rolls are at -2. The missile has SS 13, Acc +2, Max 30. Cost: 1 per damage die. Maximum of 3 dice. Each extra point of fatigue gives -2 to HT rolls to Stun. Prerequisites: Magery, Concussion, 3 other Air spells. Item: Staff, Wand or Jewelry. Cost: 1,000 points. Author: adapted from. Greg Littmann, Brett Slocum Chain Lightning Missile Like the Lightning spell, but the damage done by the spell can be spread out among two or more people. The caster determines the amount of energy put into the spell and then fires the spell at the first target. If the spell hits the first target, the mage announces how many dice of damage (energy points) the lightning will do to the first target. Then, the mage rolls to hit the second target. If the second target is hit, the mage announces how many dice of damage he wishes to do to the second target, and so on until the energy is completely expended. Targets must be within 5 hexes of each other. If there is no living target, the mage can strike a non-living target so that he can "jump" to another living target. Except that the mage must roll to hit the inanimate target and he must do at least 1 die of damage to it. If there are no legitimate targets within 5 hexes, or if the lightning hits a target which is well-grounded (either by the spell or by natural means - including the ground), the rest of the damage is lost and the spell is over. Targets hit by chain lightning once can't be hit again in the same turn (unless more than one caster is casting Chain Lightning). If the mage is the only legitimate target within 5 hexes and he has already struck a legitimate target, he must roll against his spell skill or be hit by his own missile! Fortunately, the mage can limit the amount the damage to 1d by canceling the spell, however, the rest of the potential damage is lost. Metal armor has PD 1, DR 0 vs. chain lightning and the mage is at +1 to hit targets wearing or carrying large amounts of metal. Targets made completely of metal (iron golems or steel rods for example) are at +2 to hit, but will ground out the spell. Duration: Instantaneous Cost: 2 per die of damage, (maximum of 10 points) Time to Cast: 1 second per die of damage. Prerequisite: Magery, Lightning Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. Usable only by a mage. Author: Adapted from Keith Bisset (Revenant Electric Stun Bolt Missile, resisted by HT-3 This spell allows the mage to fire a bolt of electrical energy that will Stun the target. Anyone hit by a stun bolt must roll vs. HT-3 (HT if at 12 yards or more) to avoid the effects of the bolt. Every 5 points of DR gives +1 to this roll; this is the only protection that armor offers. If a limb is hit it is incapacitated for 20-HT minutes; on a head or body hit the victim is unconscious for the same period. A critical failure triples the duration. Victims can't be revived before this, except with the Awaken spell. The bolt has SS 10, Acc 3, 1/2d 12 Max 20 This is also a Sound spell. Duration: Instantaneous Cost: 2 points. Prerequisite: Lightning Bolt or Sound Jet. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 300 points *Body Control* Hesitate Regular, resisted by Will Forces the subject to roll vs. Will or hesitate for 1 round before taking any new action. For example, a character under the influence of this spell must hesitate for one round before attacking each new foe. However, once he began attacking a foe, he would not have to roll vs. Will until he attempted to break off combat or attack a new foe. This spell halves the subject's basic Speed when determining Initiative. Duration: 1 minute. Cost: 3, 1 to maintain. Prerequisite: Spasm. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry, Weapon, or Clothing. Affects wearer or user only. Always on. Can't be removed. Energy Cost to Create: 300 points. Hiccup Regular, Resisted by HT Gives subject a bad case of the hiccups. This can disrupt spells which must be spoken (the caster must roll vs. Will every second or disrupt their spell casting) and cancels the effects of the Voice advantage. It also gives -2 to use skills which require use of the voice like Fast-Talk, Bard, or Singing. Skills that require breath control, fine motor control, or inconspicuousness like Swimming, Surgery or Shadowing will also be at -2. The GM may also rule that some skills, such as Breath Control or Stealth are impossible while the subject has the hiccups. Duration: 10 minutes. Cost: 2 to cast, 1 to maintain. Prerequisite: Spasm. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Affects wearer only. Always on. Can't be removed. Energy Cost to Create: 150 points. Power Fist Regular Each point on energy (up to 3) invested in this spell will add 1d of damage to the next punch, kick or unarmed attack thrown by the caster. If the attack misses, the extra damage is lost and the spell ends. However, unlike missile spells, this spell can be held until it is needed. Duration: 10 seconds. Cost: From 1 to 3; the punch will add 1d damage for each energy point, same to maintain. Time to Cast: 1 second for each point of energy used. Prerequisite: Might. Item: Bracers or gloves. Works for wearer only. Energy Cost to Create: 500 points. Author: Ellison Repetition Regular, Resisted by HT Causes subject to helplessly repeat either the last action they performed before the spell was cast on them or some other meaningless, repetitive action chosen by the caster when the spell is cast. Subjects cannot be made to deliberately do harm themselves or others, though clever casters will find ways to get around this limitation. (For example, a subject affected by this spell couldn't be made to stab himself repeatedly, he could be made to dance helplessly into the path of an oncoming truck. .) . Duration: 1 minute. Cost: 3 to cast, 1 to maintain. Prerequisite: Magery, Spasm. Item: (a) Staff, Wand, or Jewelry. Energy Cost to Create: 500 points. (b) Clothing, Tool, or Jewelry. Affects user or wearer only. The victim will either repeat an action specified when the item is created or they will repeat the first action they make with a tool. Energy Cost to Create: 300 points. *earth* Improve Gem Regular Magically improves the quality of a gem allowing up to a 50% increase in quality. Flawless gems cannot be improved with this spell, but any other sort of gem can be. The weight of a gem (carats) cannot be increased. The danger of this spell is that any failure (not just a critical failure) destroys the gem and there is a cumulative -1 skill penalty for every 10% improvement. This spell does not allow the mage to cut gems, only improve their quality. Duration: Permanent Base Cost: 3 per 10% improvement Time to Cast: 1 minute Prerequisite: Magery, Shape Earth, 3 other Earth spells. Item: Wand or gem-cutting tools. Energy Cost to Create: 1,000 points. Usable only by a mage Resist Metal Regular This spell protects the subject from harm caused by metal, including metal weapons, bullets, shrapnel and the like. The spell will also protect the character from shifting or falling metal, such as falling safes, or vehicle collisions. Note that while this spell protects against harm from falling or moving metal, it does not protect the character from being trapped or suffocated, or from hot or cold metal. In other respects, this spell is like the Resist Earth spell. Duration: 1 minute. Cost: 6 to cast, 3 to maintain. Double cost to resist magic weapons, hyperdense materials, or huge masses of metal such as falling girders or cars. Triple cost to resist falling skyscrapers or orbital space stations. Prerequisites: Magery 2, Resist Stone, Steelwraith. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 5,000 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 2,500 points. Author: Adapted from Anthony Jackson. Steelpass Blocking This spell briefly makes the subject' body insubstantial to metal weapons. A single metal weapon can be made to pass right through subject's body doing no damage. A metal-tipped weapon like an arrow or a spear does half damage. Weapons made out of other materials are unaffected. Metal items that the subject is wearing or carrying are not affected by this spell. Duration: Instantaneous Base Cost: 2, can't be maintained. Prerequisite: Steelwraith Item: Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 350 points. *Fire* Fire Fan Regular This spell creates a wide wash of flame, one or more hexes wide, that extends from the mage's fingertips. This spell is treated as an Area effect. Characters can only defend by taking a Retreating Dodge out of the affected area. A successful Block will the PD of the shield from the damage, but has no other effect. Duration:1 second. Cost: 1 per die of damage (max 3), plus 1 per hex of width (minimum 1). Can't be maintained. Prerequisite: Magery, Flame Jet. Item: Staff, Wand or Jewelry. Mage Only. Must include a ruby worth $1,000. Energy Cost to Create: 1,000 points. Author: Adapted from Anthony Jackson Fireworks Regular This spell allows the caster to create brilliant fireworks of any size, shape, or description. The Fireworks will shoot up into the air (up to 1/4 mile up) and detonate with a flash and a loud bang. The mage can aim the Fireworks spell in the general direction he wishes it to go, but he has no control over the exact path the spell takes, or the exact height at which it detonates. For safety purposes, this spell will not go off in an enclosed area, within 5 hexes of the mage, or within 10 hexes of the ground. The flash might Dazzle anyone looking directly at the burst. Anyone looking at the burst must roll vs. HT or they suffer -4 to Vision for 1 minute. Anyone within 5 hexes of the Fireworks when they go off might be temporarily Deafened. Victims must roll vs. HT or they are at -4 to Hearing for 1 minute. Other than the "flash-bang" effect, Fireworks do no damage. Their only real purpose is to look pretty, though clever mages might find a way to use this spell as a distraction or signaling device. This spell only covers the creation of fireworks. A roll vs. the Fireworks skill (at +4 if this spell is used) is required to put on a successful fireworks show. The GM may give bonuses for successful use of the Shape Fire spell, Illusion Art, Artist or Performance skills. Duration: 10 seconds (the "flash-bang" effects take 1 second). Cost: 3 points. Can't be maintained. Time to Cast: 3 seconds Prerequisite: Create Fire, Shape Fire. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Large, hollow tube filled with magical powders and ingredients. When a flame source is touched to the outside of the tube, the spell is triggered and the tube (and its contents) are consumed. Energy Cost to Create: 25 points. *Force* Acceleration Shield Regular This spell causes any object travelling at more than 5 mph (or 10 yards per second) that enters or passes through the subject's hex to come to a complete stop. Thrown objects will fall to the ground. Melee weapons, vehicles, and falling objects will slow to the rate of 5 MPH. The only way to harm a person under the effects of this spell is to impale or cut them with a very slow moving weapon (double the defender's normal active defenses), to crush them with a slow-moving massive attack (such as crushing them between a wall and a heavy boulder), or to attack with a weapon where speed is irrelevant, such as fire, poison, or acid. This spell has no effect on energy attacks, magical or otherwise. It surrounds the subject with an energy field that is invisible in daylight, but which makes the subject shine at night with the intensity of a low power continual light spell, making him easy to spot from a distance. Duration: 1 minute Cost: 5, 3 to maintain Prerequisites: Magery, Force Dome Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points, (b) Impact Medallion, GURPS Magic Items I, p. 29. Energy Cost to Create: 350 points. Author: Adapted from GURPS Magic Items 1 Animate Force Regular This spell allows the caster to shape and move an invisible "sheet" of force in any way he wishes. The spell has the same effects as the Apportation spell, except that the caster can also use the force to lift, squeeze, or pull. The area of force is about 6 feet high and 6 feet wide and can be bent into simple geometric shapes (like a circle, cube or arc). By concentrating, the mage can move the force at Move 5. The force has PD 2, DR 5 and 12 HP. It can be used as a Shield to lend its PD to one subject, but can't be actively moved. (For that, see the Force Shield spell). If used to crush or constrict foes the spell attacks at DX 10 and has ST 15. The force may attempt to grapple one foe per turn. If it is successful, every turn the victim and the spell must roll a Contest of ST. If the spell wins, it does 1 point of damage for every 3 points by which it won the contest of skills. If the victim wins the Contest, he takes no damage. If he wins the Contest by 3 or more points, he destroys the Force and ends the spell. When used to push, pull, lift or move an item the force has ST 20. If the mage wishes to exert fine control over the force (such as attacking a specific hit location, or grabbing a handle), he must roll vs. the force's DX of 10. Duration: 10 seconds Cost: 5, 3 to maintain Time to Cast: 5 seconds Prerequisite: Apportation Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage. Push Regular, resisted by Special Similar to the Poltergeist spell, a Push has an effective Move of 5, strikes with ST 25 and an effective mass of 500 pounds. The Push spell can be used to shove creatures directly away from the caster in a Slam attack. Victims of a Push spell resist the spell as if they were resisting a Slam attack. If the mage uses this spell for anything other than a "brute force" attack (such as temporarily propping up a falling object), he must roll vs. his Push spell skill to control the force. This is also a Movement spell. Duration: 1 second. Cost: 2, can't be maintained. Prerequisite: Poltergeist. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Jewelry or Glove. Works for Wearer Only. Energy Cost to Create: 250 points. *Gate* Disrobe Regular, resisted by Will This spell can be cast on equipment and clothing worn by the subject. If a Resistance Roll vs. Will roll is failed, all objects worn or carried by the victim are magically removed from his body and are scattered in his hex. If this spell is cast on a single item there is no bonus to the Will roll. If the spell is cast on everything that the subject is wearing or carrying, he gets +2 to his Will roll. He is at -2 to Will if the spell is cast on an item is loosely held to the character's body (such as hat or a scarf). This is also a Motion spell. Duration: Instantaneous. Cost: 3, can't be maintained. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Jewelry. Works for wearer only. Always on. Can't be removed. Energy Cost to Create: 150 points.

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Flame Sphere Missile This spell is similar to the Fireball spell, but once thrown, the ball expands into a large sphere of flame. The sphere is a yard or more across, and will continue moving until it hits something or runs out of range. This spell is targeted using the Spell Throwing (Fireball) spell, but the mage gets +4 to hit, and the target must defend against it as if it were an Area effect. Characters can only defend by taking a Retreating Dodge out of the affected area. A successful Block will the PD of the shield from the damage, but has no other effect. A disadvantage of this spell is that it can't be fired from (or through) gaps less than a yard wide. The missile has Acc +1, SS 12, 1/2D:25 and Max 50. Cost: 1 to 3 points. The spell does 1d-1 per point of energy. Time to Cast: 1 second per point of energy used to cast the spell. Prerequisite: Fireball Item: Staff, Wand or Jewelry. Mage Only. Must include a ruby worth $1,000. Energy Cost to Create: 1,000 points. Author: Adapted from Anthony Jackson Smoke Bomb Regular This spell creates a small, fragile, egg-like missile that the mage can throw. The smoke bombs will burst when in the hex where they land, producing thick, billowing clouds of black smoke like that produced by the Smoke spell (q.v.). The cloud fills 7 hexes instantly, centered on the spot where the smoke bomb broke. The smoke gradually dissipates, completely dispersing after 1 minute. It can be completely blown away by Air Jet or other air-moving spell, or removed with Purify Air. Smoke Bombs use the Throwing skill and have the same characteristics as a thrown rock, except that they do no damage if they hit a living creature. Smoke bombs must be thrown within 3 seconds after they are created or the missile vanishes and the spell fails. Duration: 3 seconds (smoke lasts 1 minute) Cost: 4 points, 1 to maintain. Time to Cast: 3 seconds Prerequisite: Magery, Smoke Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Sling, Stone Bow or Prodd Crossbow. Any stone fired from the weapon turns into a Smoke Bomb. Energy Cost to Create: 350 points. (c) Smoke Egg GURPS Magic Items 2, p. 86. Energy Cost to Create: 40 points. Author: Adapted from GURPS Magic Items 2 Blast Regular, resisted by HT This spell causes energy to erupt in all directions from a single point, causing concussion damage to anyone nearby. Damage is normal for creatures in the explosion hex and adjacent to it, damage is halved for targets 2 or 3 hexes away, and is quartered for creatures 4 to 6 hexes away from the center of the blast. If the mage touches a living subject, then he can center the blast in the middle of the subject's body or on its bones. If the subject fails his resistance roll vs. HT, all damage is doubled for contact with the blast, and is centered on the vitals. This yields six times normal damage! However, due to the buffering effects of the victim's body, damage is halved for targets adjacent to the victim and those beyond 1 hex away from the victim take no extra damage. The results of a successful "direct hit" from a Blast spell are extremely gruesome. The GM may require a Fright Check from anyone who sees the victim's flesh blasted from his bones. This is also a Movement spell. Duration: Instantaneous. Cost: 3 per die of damage, up to 3 dice maximum. Time to Cast: 2 seconds per die of damage. Prerequisite: Magery 2, Avoidance Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. Usable only by a mage. Blast Missile Missile, resisted by DX This spell produces a large explosion when it strikes the target that will also affect adjacent hexes. If the target is hit, he takes full damage, doubled for contact with an explosion. Anyone in the area must roll vs. DX or take full damage. Victims who make their DX rolls still take half damage. On a critical miss, the Blast missile goes off in the caster's hex. The mage is allowed a DX roll to halve damage. The explosion covers an area 1d-2 hexes in radius (minimum 1 hex). Basic damaged is halved 1-2 hex from the center of the blast, quartered 3 hexes from the blast, and so forth, before resistance rolls are figured. The missile has SS 13, Acc 2, 1/2D 45, Max 90 and is targeted using the Spell Throwing (Blast Missile) spell. Note that the blast will damage inanimate objects. In enclosed areas it cause the roof to cave in. This is also a Movement spell. Cost: 2 per die of damage, maximum of 4 dice. Time to Cast: 1 second per die of damage. Prerequisite: Poltergeist or Blast. Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points. Author: Adapted from Brett Slocum.

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Omnivore Regular This spell gives the subject the Gnawing, Devouring, Universal Digestion, and Cast-Iron Stomach advantages. This allows them to chew through anything, eat anything, and digest virtually anything. Duration: 10 minutes. Cost: 4, 2 to maintain. Prerequisite: Magery, Might, Vigor, Resist Poison. Item: Jewelry. Works for wearer only. Energy Cost to Create: 1,500 points Metal Ward Blocking or Regular Metal Ward causes all metal objects to bend and break when touching the caster unless they roll to avoid Breakage. Crowbars bend like aluminum foil and bullets splash off the mage's body. For the duration of the spell, the caster gains PD 3, DR 5 against metal, and any damage from metal weapons which penetrates this DR is halved because the metal is softened. Any metal melee weapon that strike the mage must roll vs. Breakage as if it had parried a weapon three times its own weight. Weapons that fail to resist are broken or bent beyond repair. Note that weapons made of wood, stone, or ceramic material are unaffected by this spell. This is also a Protection and Warning spell. Duration: 1 second (as blocking spell), 10 seconds (if cast as a Regular spell.) Cost: 3 (if cast as a blocking spell), 4 to cast, 3 to maintain (if cast as a Regular spell). Prerequisite: Magery 2, Destroy Earth, Steelwraith, Rust Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points. Author: Adapted from J.C. Connors (GURPS Mummy) Force Barrier Area, resisted by IQ This spell creates a "directional" area of force along any plane. It differs from a normal area of force in that it exerts no force in one direction, but exerts resistance normally in all other directions! The mage chooses the direction (or directions) in which the barrier affects when he casts the spell. There are many uses for this spell. A typical use is to create "one way" doors or passes. These allow travel in only one (or a few) directions. Anyone attempting to go another way is blocked unless they can resist with IQ. This spell can also be used to cover pits. The barrier will allow objects to fall in, but will form a "trap door" to keep captives from climbing out. In other respect, this spell is like the Wall of Force spell. Duration: 1 minute Base Cost: 5, 3 to maintain. An area of force can be made permanent for 50 times the base cost of the spell. Time to Cast: 5 seconds Prerequisite: Magery, Wall of Force. Item: Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. Usable only by a mage. Gravbolt (VH) Missile This spell creates a narrow bolt of focused gravatic energy, equivalent to a TL 12 gravity gun. The bolt divides DR by 100, and ignores PD from armor. The bolt has SS 12, Acc +3, 1/2d 60 and Max 120 and does Impaling damage. It is targeted using the Spell Throwing (Gravbolt) spell. Cost: 1 to 3 points. The first point of energy does 1d-3. Each additional point of energy gives +1 damage, to a maximum of 1d-1 points of damage. Time to Cast: 1 second per point of energy used to cast the spell. Prerequisites: Magery 2, Force Bolt, and Control Gravity. Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points. Author: Adapted from Anthony Jackson