Force Blade Regular
This spell creates a narrow blade of disintegrating energy, with effects equivalent to a TL11 forceblade, and wielded using the Force Sword skill. 
A forceblade can be Blocked (though it may penetrate shields) or Dodged, but can only be Parried by another forceblade. 
The default length of the blade is one foot long per die of damage it does, though the user can alter its length from the size of a knife (6 inches) to the size of a broadsword (1 yard). Change the length does not alter the amount of damage done by the blade. 
Rather than using the user's ST to determine damage, the blade does 1d(5) cutting or 1d-1(5) impaling damage for every 2 energy used to power the spell. 
Any normal weapon which tries to parry a force blade must roll for Breakage as if it parried a heavier weapon. Force swords never break when they attempt to parry another force sword. 

Duration: 10 seconds. 
Cost: 2 to 6 points, same to maintain. The blade does 1d(5) cutting or 1d-1(5) impaling damage per 2 Fatigue used. 
Prerequisites: Magery 2, Forcebolt, Control Gravity. 
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points. (b) Ring, Bracelet or Bracer. Works for Wearer Only. The sword will appear in the hand on which the jewelry is worn. Energy Cost to Create: 750 points. 
Author: Self, Anthony Jackson 



Catfall Regular
This spell temporarily gives the mage the Catfall advantage.
If the spell is successful, the mage subtracts 5 yards from the distance of any fall. For double cost, the mage can subtract 10 yards from the falling distance.
This spell can either be cast as a Blocking spell or a regular spell. If cast as a Blocking spell, the mage can cast it on himself "instantly" when he begins to fall. If the mage wishes to cast the spell on others, it is treated as a Regular spell, but lasts for 1 minute.
This can be treated as a variant of the Bestow Advantage spell.
This is also a Movement spell.

Duration: Instantaneous (or the duration of 1 fall) or 1 minute.
Cost: 1 to cast as a Blocking spell, or 2 point, 1 to maintain if cast as a Regular spell.
Prerequisites: Dexterity or Apportation.
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points (c) Cat's Paws, GURPS Magic Items I, p. 32. Energy Cost to Create: 250 points.
Author: Self, Anthony Jackson, GURPS Magic Items 1.

Radar Regular
This spell gives the subject the Radar advantage with a 25 hex range for the duration of the spell. 
If the character can make and IQ roll to sense an object, they can "see" it with the radar. The GM should apply bonuses for large or highly reflective objects, or penalties for small or non-reflective objects. The radar sense can be blinded by spells or devices that interfere with radar. In this case, the character's Sensor Operations (Radar) skill is equal to his IQ. For more information, see GURPS Vehicles. 

Duration: 1 minute. 
Cost: 4, 3 to maintain. Each extra point of energy doubles the radar's range. 
Time to Cast: 3 seconds. 
Prerequisite: Collision Warning. 
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 450 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 300 points. 

Sense of Perception Regular
This spell gives the subject the Sense of Perception advantage for the duration of the spell. 
This is also a Knowledge spell. 

Duration: 1 minute. 
Cost: 4, 3 to maintain. 
Time to Cast: 5 seconds. 
Prerequisite: Magery, Wizard Eye. 
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 500 points

Flurry Regular
This spell allows the subject to move extremely quickly for one turn. 
Each level of this spell allows the subject to take one extra action. These actions can only be physical actions that do no require waiting on another character. This means that the character can't perform mental activities, such as concentration or spellcasting, nor can he Feint or Wait using this spell. Multiple active defenses, such as multiple Parries, Blocks or Dodges, are allowed. 
This spell doesn't increase the character's Movement or Speed. 

Duration: 1 second. 
Cost: 2 to 5 points. Can't be maintained. The subject gets one extra action per point of Fatigue spent. 
Prerequisite: Great Haste. 
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 1,500 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 1,000 points if the user can choose his level of speed, or 250 times the casting cost if the item only allows one set level of speed. 
Author: Adapted from Anthony Jackson. 

Great Leap Regular
This spell allows the mage to jump great distances. For every 2 points (or fraction thereof) by which the mage makes his skill roll, he can increase the multiply his normal jumping distance for one jump. For example, if the mage makes his skill roll by 0-2 he doubles his jumping distance. If he makes it by 2-4, he triples his distance, and so on. Therefore, if a mage could normally long-jump 6 feet, and makes his spell roll by 3 points, he could jump 18 feet. 

Duration: Instantaneous. 
Cost: 2 points, can't be maintained. 
Prerequisites: Jumping, Haste. 
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. 
Author: Adapted from Greg Littman. 

Leap Regular
This spell allows the subject to make an enormous acrobatic leap. 
When the spell is cast, the subject can either move the full distance specified by the mage, or he can move less than the full amount and make an attack. If the subject jumps up to half the full leaping distance, he can make an All-Out Attack. If he jumps just 1/4 the normal leaping distance, he can attack normally, as if he used the Step in a "Step and . . ." maneuver. If the subject jumps more than half the maximum distance, he can still attack a subject in the hex where he lands, or in an adjacent hex, but the attack is treated as a Wild Swing. 
The subject can attack while he is still in the air, but he is at -2 to hit. The subject gets +4 to his effective ST if he makes a Slam attack at the end of his leap. 
While leaping, the subject defends normally, but he gets +1 to Dodge just as if he were making a Chambara-style Acrobatic Dodge. 
The maximum height the subject attains is equal to 1/4 the total distance jumped, and the subject reaches maximum height in the middle of the jump. If the ceiling is low, the subject will take normal collision (and falling) damage if they jump too high. 

Duration: 1 second. 
Cost: 1 point per 4 hexes of travel, to a maximum of 5 points (20 hexes). Can't be maintained. 
Prerequisite: Apportation. 
Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Footgear, Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 500 points if the subject can adjust the distance, or 100 times the base cost if the item only allows the subject to jump a set distance. 
Author: Adapted from Anthony Jackson. 

Roofrunner Regular or Blocking
This spell is a limited version of the Walk on Air or Jump spell that allows the subject to walk on air for a few seconds before he falls. This allows the subject to either run across a chasm, or to quickly anchor himself to a solid object before he falls. 
The spell lasts for 1 second., Each successive maintenance period doubles the cost to maintain the spell. For example, it would cost 2 points to maintain the spell for the second turn, 4 points to maintain it for the third turn, and so on. 
The mage can cast this spell on himself as a Blocking spell to temporarily halt stop a fall. He can cast it on others as a Regular spell. 
This is also an Air spell. 

Duration: 1 second. 
Cost: 1 point, each additional second of time doubles the cost to maintain the spell. 
Prerequisites: Shape Air or Jump. 
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for Wearer Only. Energy Cost to Create: 100 points. (c) Glide Boots. GURPS Magic Items 1, p. 34. Energy Cost to Create: 150 points. 
Author: Adapted from GURPS Magic Items 1. 

Sword of Light Regular
This spell produces a sword-shaped area of intense, burning sunlight that can be wielded to do burn damage and dazzle onlookers. 
The sword is wielded using the Force Sword skill. The mage can specify the length of the sword when he casts the spell to be anything from the length of a knife to the size of a great sword. However, unlike a normal force sword, the sword does a flat 1d points of burn damage if it hits. It also forces anyone looking at it to roll vs. DX or be blinded as if they had been hit by a Flash spell. 
Armor protects normally against this damage, but damage is doubled for creatures that are vulnerable to sunlight. Creatures that are invulnerable to light or burn damage take no damage. Unliving or inanimate objects take half damage. 
The sword can't be broken or Parried. It can be Dodged or Blocked, however. 

Duration: 10 seconds. 
Cost: 4 points, 3 to maintain. 
Prerequisite: Sunbolt. 
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. 

Shadow Sword Regular
This spell produces a sword-shaped area of inky darkness that does cold damage to any living creature it strikes. 
The sword is wielded using the Force Sword skill. The mage can specify the length of the sword when he casts the spell to be anything from the length of a knife to the size of a great sword. However, unlike a normal force sword, the weapon can't be used to Parry, and it does a flat 1d points of cold damage if it hits. 
Armor protects normally against this damage, but damage is doubled for creatures that are vulnerable to cold attacks or darkness. Creatures that are invulnerable to cold take no damage. Unliving or undead creatures take half damage. 
The sword can't be broken or Parried. It can be Dodged or Blocked, however. 

Duration: 10 seconds. 
Cost: 3 points, 2 to maintain. 
Prerequisite: Darkbolt. 
Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 250 points. 

Plasma Sword/TL Regular
Forms a blade approximately a yard long, doing damage as per its intensity. The blade is dense enough to parry material weapons, doing damage to them as well! The spell produces something similar to the TL11 force sword. 

Duration: 10 seconds. 
Cost: 3 points per level of intensity, same to maintain. 
Time to Cast: 10 seconds. 
Prerequisite: Shape Plasma. 
Author: A. Benton.