gurps - harry potter

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GURPS Harry Potter Copyright © 2002 By Thomas Barnes Introduction Several months ago, I finally broke down and read one of the Harry Potter books. Like everyone else, I became addicted. I quickly read all four books in the series in quick succession and then re-read them. As I read, I kept wondering if J.K. Rowling was a former gamer, because the parameters of her world were so carefully thought out. Underneath the prep school fantasy, there was a tautly constructed world with its own internal logic that begged to be further fleshed out. This variant requires GURPS Basic at the very least. A full-fledged GURPS Harry Potter campaign requires GURPS Compendium I, Grimoire and Magic as well. GURPS Bestiary, Fantasy Bestiary, Fantasy Folk and Undead are handy, but not essential. Sources: My sources for this variant are, of course, the four Harry Potter books by J.K. Rowling, plus the two “Harry’s Books” books she did for Comic Relief. In the few cases where a species of creature or a character isn’t fully described in the books, I have attempted to fill in the gaps using information from the movie. Where the movie and the books disagree, I have chosen the books as “canon.” In a very few cases (specifically, middle names of characters and monetary values), I have used online transcripts of J.K. Rowling’s question and answer sessions with fans that were aired on BBC radio. When necessary, I have filled in the gaps as best I could. Spoiler Alert Throughout the text, I assume that the reader has read all four available books in the series. For the few thousand or so literate people left on the planet who haven’t read the books, this is your warning. Some sections, especially the Characters and Equipment sections, contain information that will give away important plot developments. If you can’t enjoy a book if you know how it’s going to end, don’t read the Characters section or the Equipment section. You have been warned. The World of Harry Potter The world of Harry Potter is an alternative fantasy setting. Like Ars Magica, wizards keep themselves apart from the mundane world. Like Shadowrun or GURPS Technomancer or Cabal, mages have adapted to the modern world. Unlike any of these settings, the world of Harry Potter is basically peaceful and optimistic. Wizards expect make the world a better place by working for a bureaucracy or going into business, not by conquering or controlling the world. They learn spells to handle the everyday problems of life and relatively non-violent self-defense spells. Under the surface, however, the world of Harry Potter offers marvelous dramatic tension. Evil wizards are a constant threat; presumably Voldemort and his supporters are only the latest in a line of power-hungry sorcerers. The Ministry of Magic has a tremendous job to do to keep the existence of magic a secret. Tensions between the wizards and the other magical races in the world presumably could take a turn for the worse. The goblins, barely mentioned in the book, are a dangerous and aloof race that have rebelled against wizardly hegemony several times over the centuries. The centaurs and merfolk, although they keep to themselves, could decide to turn on humankind if sufficiently provoked. There are all manner of magical beasts to be captured, killed or studied and all types of muggles to be protected from themselves. Finally, and most obviously, there is the appeal of a Hogwarts school campaign, where student witches and wizards attempt to learn magic while dealing with the troubles of growing up. Wizarding Society

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Page 1: GURPS - Harry Potter

GURPS Harry PotterCopyright © 2002 By Thomas Barnes

IntroductionSeveral months ago, I finally broke down and read one of the Harry Potter books. Like everyone else, Ibecame addicted. I quickly read all four books in the series in quick succession and then re-read them. As Iread, I kept wondering if J.K. Rowling was a former gamer, because the parameters of her world were socarefully thought out. Underneath the prep school fantasy, there was a tautly constructed world with its owninternal logic that begged to be further fleshed out.

This variant requires GURPS Basic at the very least. A full-fledged GURPS Harry Potter campaign requiresGURPS Compendium I, Grimoire and Magic as well. GURPS Bestiary, Fantasy Bestiary, Fantasy Folk andUndead are handy, but not essential.

Sources: My sources for this variant are, of course, the four Harry Potter books by J.K. Rowling, plus thetwo “Harry’s Books” books she did for Comic Relief. In the few cases where a species of creature or acharacter isn’t fully described in the books, I have attempted to fill in the gaps using information from themovie. Where the movie and the books disagree, I have chosen the books as “canon.” In a very few cases(specifically, middle names of characters and monetary values), I have used online transcripts of J.K.Rowling’s question and answer sessions with fans that were aired on BBC radio. When necessary, I havefilled in the gaps as best I could.

Spoiler Alert

Throughout the text, I assume that the reader has read all four available books in the series. For the fewthousand or so literate people left on the planet who haven’t read the books, this is your warning. Somesections, especially the Characters and Equipment sections, contain information that will give awayimportant plot developments. If you can’t enjoy a book if you know how it’s going to end, don’t read theCharacters section or the Equipment section. You have been warned.

The World of Harry PotterThe world of Harry Potter is an alternative fantasy setting. Like Ars Magica, wizards keep themselves apartfrom the mundane world. Like Shadowrun or GURPS Technomancer or Cabal, mages have adapted to themodern world. Unlike any of these settings, the world of Harry Potter is basically peaceful and optimistic.Wizards expect make the world a better place by working for a bureaucracy or going into business, not byconquering or controlling the world. They learn spells to handle the everyday problems of life and relativelynon-violent self-defense spells.

Under the surface, however, the world of Harry Potter offers marvelous dramatic tension. Evil wizards are aconstant threat; presumably Voldemort and his supporters are only the latest in a line of power-hungrysorcerers. The Ministry of Magic has a tremendous job to do to keep the existence of magic a secret.Tensions between the wizards and the other magical races in the world presumably could take a turn for theworse. The goblins, barely mentioned in the book, are a dangerous and aloof race that have rebelled againstwizardly hegemony several times over the centuries. The centaurs and merfolk, although they keep tothemselves, could decide to turn on humankind if sufficiently provoked. There are all manner of magicalbeasts to be captured, killed or studied and all types of muggles to be protected from themselves. Finally,and most obviously, there is the appeal of a Hogwarts school campaign, where student witches and wizardsattempt to learn magic while dealing with the troubles of growing up.

Wizarding Society

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Wizards (male mages) and Witches (female mages) occasionally refer to the magical world as the“wizarding world” and the term “wizarding” can be applied as an adjective to any institution that functionsin the magical world, for example, Gringott’s Wizarding Bank.

Technology: Wizarding culture is very much like that of modern Great Britain, but is retarded in itstechnological development. Wizards prefer to use magic or old-fashioned technology that borders betweenTL5/6 and lags at least one Tech Level behind that of the mundane world. Wizarding technology isespecially retarded by the fact that high levels of magic interfere with electric and electronic signals. Unlessit is specifically-enchanted to work in a wizard’s household, high-tech gadgets such as power tools andcomputers won’t work properly.

Culture: Because of this social retardation, and the fact that wizards are much longer-lived than “muggles”(mundane folk); their society is a bit more formal. Wizards and witches are likely to live in half-timberedstorefronts or cottages, or ancient manor-houses rather than terrace houses or flats. Men often wear old-fashioned suits to work, although robes are an acceptable, traditional garment for both sexes.

At the same time, wizarding society is nothing if not eccentric. As long as wizard doesn’t make a pest ofhimself, he can dress as he chooses in styles that are much more flamboyant than those of the mundaneworld. A famous author can dress in turquoise-colored robes that match his eyes or a top governmentofficial can dress in a bright green suit with a lime green bowler hat and not raise eyebrows. This freedomextends to other aspects of a wizard’s personal life. If wizard wishes to raise fantastic beasts or conductstrange experiments, as long as he doesn’t break any laws, or annoy the neighbors, few people will care.

Becoming a Wizard or WitchWitches and Wizards are born, not made: you either have the “wizard gene” or you don’t. As a guess, thereare probably no more than 100,000 magically-aware people in Great Britain (which has a population ofapproximately 60 million). In magic-using families, magical powers manifest themselves regularly. A non-mage born to mage parents is a tragic oddity, rather like a child born with birth defects or mental retardationwould be to ordinary parents. Wizards born to mundane parents are also an oddity, with perhaps one mageborn out of every million children.

Those with Magery eventually spontaneously show their powers as children. As a rule of thumb, the moregifted the mage, the earlier and more frequently his powers manifest. Though wizards might be able toincrease their power (level of Magery) through training, such a thing is unlikely. For most mages, the levelof magical power you have is innate and cannot be improved.

Small children who are wizard-born are trained, educated and supervised by their parents until they areabout 11 years old. The odd muggle-born wizard appears to be a normal child for the first few years of life.As they get older and are subjected to more stress, odd things begin to happen around them. The Ministry ofMagic has officials who are in charge of monitoring unexplained and unauthorized uses of magic, so theywill quickly be able to identify a muggle-born witch or wizard. The MoM will covertly monitor the child’sactivities while assessing her magical potential and taking steps to keep the child’s powers a secret.

When the child reaches early puberty (approximately 11 years old), representatives of the MoM willapproach the child’s parents and, with their cooperation introduce the child to the wizarding world.

Whether wizard- or muggle-born, at 11-12 years of age all young witches and wizards enter either aboarding school or some sort of training program that lasts until they are 18. At 18, they are considered tobe adults and are expected to join the work force.

Some witches and wizards choose to continue their magical studies. They either do fieldwork (oftensponsored by the Ministry of Magic) or return to a prep school to teach. A few wizards choose to goadventuring. They are usually employed by an institution that funds their work in exchange for a share ofthe proceeds. For example, Gringott’s Bank has a team of professional treasure hunters.

Barring calamity or disgrace, wizards work until they reach old age (perhaps 90-100 years), before retiring.

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Wizards and witches live to be approximately 150-200 years old.

Living in the Wizarding WorldIn Magical Great Britain, the most important concern is secrecy. Wizards must live alongside a vastpopulation of muggles on a crowded island. In addition to concealing their own existence, they must alsohide the very existence of magic, which includes controlling the activities of powerful and pesky magicalcreatures such as dragons, selkies and house-elves. Wizards must also hide areas of magical activity,including dealing with “accidental” magic use in areas where muggles can see it.

Perhaps because of this, wizards have developed their own foods, sports, money, transportation system andgovernment that exist, secretly, in parallel with the mundane world.

Food: Wizard food (at least in the British Isles) tends to be traditional British fare - heavy on meat,carbohydrates and fat. Unlike the stereotypically drab English food of the mundane world, wizarding foodis (or is expected to be) delicious. However, wizards are much more tolerant of magical or unusually-flavored sweets. For example, Bernie Bott's Every Flavor Beans are jellybeans with flavors ranging fromtoast to blueberry to vomit or earwax. Certain types of candy can actually be dangerous practical jokes!

Clothing: As described above, wizards tend to dress in eccentric, flamboyant fashions. Robes aretraditional and fashionable for both sexes. Hats, including the traditional brimmed, pointed “witches hat”are also fairly common. Younger wizards follow mundane fashions more closely, although they add theirown unique flair to any outfit. Employees of the Ministry of Magic tend to wear either green robes or greensuits. Brightly colored bowler hats and conservatively-cut cloaks are fashionable accessories.

Hairstyles tend to be practical, but with a greater tendency for both men and women to wear their hair long.Wizards often grow facial hair, frequently worn in unusual styles.

Housing: Wizards seem to prefer old-fashioned accommodations, such as half-timber cottages or oldmanor-houses hidden away from any local towns. Possibly, this is out of tradition, but isolated structures areeasy to hide, and presumably dwellings purchased or inherited from an older wizard will already have theappropriate obscuring spells in place.

Education: Wizarding education is roughly based on the mundane British system of education. At age 11,sufficiently-talented witches and wizards are invited to attend a magical boarding school (althoughHogwarts is not a “public” school in the traditional sense). Less-talented or poorer students presumably gointo vocational programs or “comprehensive” schools, which are usually day schools.

Boarding and comprehensive schools are further divided into “houses” which function as dormitories andsocial units for the students. The different houses compete against one another in sports and athletics for anoverall school championship. In some cases, inter-house rivalries can be intense. Friends and enemies madeduring a wizard’s school years often carry over into their adult life. The network of graduates from aparticular school or house can be a powerful Patron; cliques of mundane public school graduates gave riseto the term “Old Boy Network.”

Discipline within a school is provided by the faculty, who also serve as live-in chaperons for boardingschool students and serve as the heads of a particular house. Assisting the faculty in maintaining order arethe prefects - upper-level students chosen for their good character and leadership ability. Prefects can assignminor punishments for infractions. The heads of the prefects and the spokespersons for the student body arethe Head Boy and/or the Head Girl. The Head Boy/Girl is responsible for student discipline among all thehouses and is chosen on the basis of leadership ability, good character and academic achievement. Beingchosen prefect or head boy/girl is a great honor, worth a positive reputation.

Faculty, staff, prefects and the head boy/girl are all in charge of disciplining students for various infractions.For relatively minor offenses, students lose “points” from their house in the inter-house competition, theresulting shame and peer pressure keeps trouble-makers in line. At Hogwarts, prefects can dock students upto 5 points per offense. The head boy or girl can dock students up to 10 points. Faculty and Staff can dock

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students up to 50 points per offense. More serious offenses result in the offender getting detention.Detention can either be an enforced study hall or some sort of unpleasant physical labor. Extremely seriousinfractions of the rules can result in suspension or expulsion from the school.

Balancing the punishments are rewards for good behavior. In addition to the promise of being appointedprefect or head boy/girl, students who do particularly well in class or who otherwise distinguish themselvesgain points for their house.

Elementary education for wizards works differently than that for mundane children. Wizard-born childrenpresumably attend local wizarding day schools or are tutored at home. Muggle-born wizards attend amundane boarding or day school. Elementary school grades are referred to as the “lower forms.” Junior-high and high-school grades are referred to as “upper forms.”

Wizarding school students are expected to take comprehensive examinations in particular areas of magicwhen they reach age 16 (5th year). These tests are called “Ordinary Wizarding Levels” or O.W.L.s. InGURPS terms, a wizard who has passed his O.W.L.s has a skill of at least 12 in a particular spell or subject.In the student’s last year (7th year), they may elect to take more advanced tests called “Nastily ExhaustingWizard Tests” or N.E.W.T.s. In GURPS terms, a wizard who has passed his N.E.W.T.s in an area has askill of 15 or better. These tests mimic mundane educational testing in the U.K. By the end of his schooling,a boarding school-trained wizard will be fully qualified in most areas of study.

There are no wizarding universities in the U.K., though they might exist elsewhere.

Transportation: Wizards tend to avoid mundane transportation, as much for convenience as out ofnecessity. Magic transport is faster and more convenient than mundane travel. Wizard and witches skilled inits use travel by Apportation (the Teleportation spell). Use of apportation requires the wizard to pass a testgiven by the Ministry of Magic. Since apportation is restricted to adult mages, passing your apportation testis a rite of passage, a bit like getting a driver’s license in the mundane world.

Wizards who choose not to use Apportation (such as underage wizards or wizards with small children) use avariant of the Teleportation spell called “Floo Powder.” Floo powder is an ash-like powder that allows themage to travel from one enchanted hearth to another. Wizarding houses and businesses are “hooked up”(enchanted) to the “Floo Network” in the same way that a modern house might be hooked to the electricgrid.

Still other wizards and witches prefer to travel by flying broom, or, more rarely by flying beast. Wizardswho choose this method of travel must be careful to travel at night or to use the appropriate protective spells- such as invisibility.

Occasionally, a wizard will choose to travel by automobile. Magically-enchanted cars and busses exist.Most are enchanted so that they can teleport and so that space “bends” around them allowing them to avoidcollisions and pass through gaps in traffic. They are also presumably enchanted with some sort of spell thatkeeps muggles from noticing their odd powers.

Government: The wizarding world (at least in Great Britain) is run by a benevolent bureaucratic oligarchycalled the Ministry of Magic. The MoM is all-pervasive in wizarding life, and is responsible not only forenforcing wizarding law, but also keeping magic secret, regulating magic trade, educating children,providing defense, and supervising most public aspects of wizarding life. It is roughly based on the modernU.K. government.

The International Confederation of Wizards coordinates wizarding policies worldwide and presumablydeals with disputes between member states. In this respect, the ICW is similar to the European Union or theUnited Nations, but with more enforcement powers.

Law Enforcement: Law Enforcement is controlled by the Ministry of Magic and many (if not most) MoMemployees have legal enforcement powers. Wizarding law boils down to the principles of “Don’t hurtpeople or expose them to danger.” and “Don’t let the muggles know that magic exists.” Serious crimesincluding murder or using magic to take over another’s body or to cause them pain. Depending on the

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severity of the offense, punishments could include a written reprimand, a fine or imprisonment. The MoMmaintains a high-security magical prison called Azkaban located on an island someplace in the AtlanticOcean.

Games and Sports: Wizarding games are similar to mundane card and board games, but alwaysincorporate magic. A popular card game is called Exploding Snap, presumably because the loser’s cards“explode” at the end of the game. Chess is also popular, but wizard chess uses animated pieces withpersonalities of their own. The most popular sport by far is quiddich - a team sport played while ridingflying broomsticks. Quiddich is played worldwide, with the best national teams competing every four yearsin the World Quiddich Cup matches. The final games attract hundreds of thousands of fans from around theworld. Professional quiddich players are local or even world-wide celebrities.

Wizards also enjoy novelty items. Clever enchanted gag items are popular with children and many adultwizards.

Money: Wizard currency is different than mundane currency, although it mundane currency and wizardingcurrency can be converted, either by magic or at the usual rate of exchange for precious metals.

The only bank in magical Great Britain is Gringott’s Wizarding Bank, which is run by goblins andextremely well guarded.

Wizard money comes in three denominations:

• Knuts: Small bronze coins, worth about $0.015 (1.5 U.S. cents).

• Sickles: Silver-colored coins, worth about $0.43 (43 U.S. cents).

• Galleons: Large gold-colored coins, worth about $7.35 U.S.

Conversion rates between the denominations are as follows:

• 29 Knuts = 1 sickle.

• 17 sickles = 1 galleon.

• 493 = Knuts = 1 galleon.

J.K Rowling describes the galleon as being worth approximately ₤5, although the exchange rate varies. TheU.S. $ converts to the Pound Sterling at approximately 1.5:1.

Although the coins are described as being bronze-, silver- and gold-colored, like most other currencies theydon't seem to have much actual precious metal in them; otherwise they would have to be much smaller thandescribed. It is possible, however, that Knuts and sickles are really made of bronze and silver. If the GMchooses this option, he can assume that 17 sickles weight an ounce and that 493 Knuts make a pound ofbronze.

Prices for goods are roughly in line with prices for mundane goods in the UK - approximately 50% morethan an equivalent item would cost in the U.S. Converting $ prices for goods directly to prices in ₤ gives agood approximation of prices and general cost of living in the UK, although in major metropolitan areas(especially London) prices can be higher.

That said, the Harry Potter books don’t mention prices except in passing and then only for “color.” Insteadof keeping track of every Knut, the GM should handle money in an abstract fashion. Poor or Strugglingcharacters must scrimp to survive. Characters with Average wealth need to watch their money but canafford small luxuries, and characters with Comfortable or better Wealth don’t usually have to worry aboutthe state of their finances. Like the wizards, leave accounting to the Goblins.

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The Ministry of MagicAs described above, the Ministry of Magic functions as the wizarding government, police force andregulatory agency. MoM leaders are appointed based on merit rather than directly elected. Lower-levelMoM employees are selected based on ability, and because of this the MoM gives employees a fair amountof latitude in how they should perform their duties. A body called the Council of Mages is responsible forappointing and supervising MoM employees. The head of the Ministry of Magic is called the Minister ofMagic. He is responsible to the Council of Mages, which is part of the International Confederation ofWizards. In times of crisis, he also acts as a covert liaison to the Prime Minister of the UK.

The MoM is divided into seven departments, all of which seem to be vaguely related to each other. To addto the confusion, each department has dozens of agencies, offices, branches and committees, anddepartments occasionally delegate or transfer certain operations to other departments! Characters dealingwith the MoM should get the impression that it is a well-meaning, confusing, somewhat disorganizedoperation, which nevertheless manages to be moderately efficient in fulfilling its duties. The GM shouldfeel free to invent or adapt MoM departments as necessary to make the campaign more interesting orconfusing, adding satirical references to current UK governmental organizations and policies as desired.Some of the more notable MoM departments are listed below, along with their “portfolios” and possiblesub-departments.

Department of International Magical Cooperation

This office coordinates the affairs of the various national wizards’ councils, regulates international trade inmagical items, sets international standards for magic items, equipment, supplies, etc. They also arrangeinternational wizarding conferences and events, such as World Cup Quiddich matches.

Department of Magical Games and Sports

This department oversees magical sports and contests, such as Quiddich leagues, spell tournaments, etc. It’smost important regular duty is providing security, crowd control and referees for professional quiddichmatches. Finally, the Department of Magical Games and Sports provides oversight for the professionalQuiddich league and acts as final rules authority for the sport. It is common for a retired professionalquiddich player to head this department.

Department of Magical Law Enforcement

This is the largest department of the Ministry of Magic and all other departments, except, possibly theDepartment of Mysteries are answerable to it to some degree.

Committee on Experimental Charms: This bureau deals with new magic devices or magically-createdbeasts. It has the power to punish people who break its regulations. As of 1965, it has been illegal to breednew magical creatures in Great Britain.

Improper Use of Magic Office: This office searches for muggle-born children with magic powers, keepstabs on underaged or unlicensed mages, reprimands and levies penalties against people who improperly usemagic and cleans up after accidents involving muggles and underaged or unlicensed mages. Given the scopeof its operations, it is one of the larger departments.

Magical Law Enforcement Squad: This is the Ministry of Magic “SWAT Team.” It consists of “hitwizards” who are specifically trained to deal with rogue wizards, capturing or killing them as necessary.Members of this department have at least 10 points in Legal Enforcement Powers.

Misuse of Muggle Artifacts Office: Currently staffed by Arthur Weasley & Mr. Perkins. It regulates theenchantment of muggle artifacts, keeps enchanted artifacts out of muggle hands, and cleans up afteraccidents involving muggles and enchanted artifacts.

Department of Magical Catastrophes

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This department deals with magical accidents, especially those that threaten wizarding society or whichhave the potential to reveal the existence of magic to muggles. Members of this department are commonlycalled in when a wizard uses magic where muggles can see it. The department also works with otherdepartments to cover up other magical catastrophes, such as those caused by roving magic beasts orenchanted muggle artifacts.

Accidental Magic Reversal Squad: This unit deals with the magical and mundane fallout from spells gonebad or wizards who harass, injure or kill muggles. Most members of this department are "Obliviators" whouse spells to erase muggles' memories of magical events or supernatural creatures. Office ofMisinformation: This office is responsible for coming up with “mundane” explanations for magical eventsthat are so large that they can’t be hidden. They are responsible for revealing “hoaxes,” exposing muggleobservers as “crackpots” or coming up with “scientific” explanations for magical events.

Department of Mysteries

This department is separate from other departments in the MoM and does not answer to any of them. Theyare responsible for top secret affairs in the wizarding world. Members of this department are commonlyreferred to as "Unspeakables" since they cannot speak about their work.

Department for the Regulation and Control of Magical Creatures

This department is responsible for regulating magical “beasts” and acting as a liaison between the wizardingcommunity and the other magical races of “beings” and “spirits.”

Committee for the Disposal of Dangerous Creatures: This group disposes of dangerous magicalcreatures, whether beast, being or spirit. A “dangerous” creature can be anything that poses a hazard tothose around it or which threatens to reveal the existence of magic to muggles.

Beast Division

This section deals with unintelligent or “uncivilized” magical creatures, regardless of their appearance. (InGURPS terms, any creature with the Presentient or Bestial disadvantages and/or an IQ of 7 or less.) It alsoregulates several races of magical beings that, for philosophical reasons, preferred to be considered “beasts”rather than “beings” and in consequence manage their own political affairs separate from the wizardingcommunity.

Centaur Liaison Office: In theory, this office coordinates the affairs of wizards and centaurs, in the sameway that the Goblin Liaison office coordinates goblin-wizard affairs. In practice it does nothing, since nocentaur has approached the office. As a result, it's a dumping ground for unwanted, soon to be fired, MoMemployees. Being sent to the “Centaur Office” is a MoM in-joke.

Dragon Research and Restraint Unit: This office studies dragons, regulates the trade in dragon parts andeggs and captures, relocates or kills “problem” dragons.

Ghoul Task Force: Relocates ghouls that live in houses that have passed into muggle hands. Similar to theHouse Elf Relocation Squad.

Merpeople Liaison Office: This office coordinates the affairs of wizards with those of the merfolk. Sincethe Merfolk, like the Centaurs, manage their own affairs this is another MoM dumping ground.

Office for House Elf Relocation: This unit is responsible for finding, removing and relocating house elvesthat live in muggles' houses. This is very routine work and quickly becomes dull.

Pest Sub-Division: This office assists wizards in disposing of unwanted magical pests, especially if thosepests might become dangerous or reveal themselves to muggles. Typical magical pests are gnomes, butunder certain circumstances other beasts such as fairies or pixies might also be pests.

Werewolf Capture Unit: This group is responsible for locating, capturing and covering up the existence ofrogue werewolves who attack people.

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Werewolf Registry: This group is responsible for registering werewolves. Presumably one must register asbeing a werewolf before one can access the services offered by the Werewolf Support Office.

Being Division

This section deals with intelligent, living magical creatures.

Goblin Liaison Office: In the Wizarding world, the goblins exist along side wizards, but have their ownculture and government. This office coordinates the affairs of wizards with those of the goblins and settlesproblems between the two races.

Werewolf Support Office: Offers support services to werewolves who wish to live within wizardingsociety.

Spirit Division

This section acts as a liaison between the wizards and various magical spirits, notably ghosts.

Hogwarts SchoolHogwarts School of Witchcraft and Wizardry is, presumably, the only wizarding boarding school in theBritish Isles. Its exact location is secret, and its location has been made Unmappable, but from descriptionsof the terrain and other references, it is probably located someplace in Scotland, perhaps in the Highlands inthe Grampian Mountains (not far from Loch Ness). It was founded sometime in the Middle Ages by thewizards Godric Gryffindor and Salazar Slytherin and the witches Helga Hufflepuff and Rowena Ravenclaw.

It appears to be an immense ancient castle set on a mountainside. It has at least four towers, a huge dininghall, classrooms, dormitories, kitchens, a library and all the other necessary facilities required for a largeboarding school. While its physical defenses might be antiquated, it doesn’t lack for magical protection. Inaddition to being unmappable, it has spells on it that prevent people from teleporting in or out of the schoolor its grounds. It also has a number of muggle-repelling charms on it, so non-magical observers see only adangerous, ruined castle on a mountaintop. The highly magical nature of the place makes it impossible touse any sort of mundane electronic equipment, so radios, video cameras and computers won’t work.

Internally, the layout of the school makes it difficult for intruders to find their way around. The pictures onthe wall are animated and the figures in the pictures act as sentries. Passwords are required to gain access tomost private or secure areas. The resident ghosts also act as guards. The stairs provide another line ofdefense. Some are enchanted so that they trap the unwary, others change their position under certainconditions, some are dead-ends. Likewise, many rooms are hidden or hold dangers for the unwary. All ofthis makes it difficult for new students and faculty to navigate. Presumably, this is intentional. In any case, aroll vs. Area Knowledge (Hogwarts) is required to get from one location within the castle to another withoutgetting lost or waylaid.

Outside of the castle are the Hogwarts school grounds. Noteworthy features include the greenhouses andvegetable gardens, the quiddich field and the gamekeeper’s cottage, where Hagrid lives. Near the QuiddichField is the Whomping Willow, a large, aggressive animated tree. Beyond the gamekeeper’s cottage is theForbidden Forest, named because it is forbidden for students to go there without faculty or staff supervision.The Forbidden Forest is home to many mysterious and dangerous creatures, including Unicorns andCentaurs.

In front of the school there is a large lake, which is home to a giant squid, as well as grindylows andmerfolk. Traditionally, first year students are rowed across this lake while returning students are taken byhorseless carriage along a road that bypasses the lake.

Beyond the lake, there is Hogwarts Station, where the Hogwarts Express drops off and picks up students atthe beginning and end of each term.

Hogwarts School has approximately 300-400 students, divided into four houses and ranging in age from 11

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to 18 years old. In addition, there are approximately a dozen faculty and support staff, about 100 house elfservants and an unknown number of ghosts and other resident supernatural beings.

Other Magical PlacesAzkaban: The Prison of Azkaban is the Ministry of Magic’s prison. It consists of a fortress set on a small,barren island, far out to sea. It is currently guarded by dementors (q.v.), so most inmates either go insane ordie after a few years on the island. Those who are strong-willed or who have an obsession survive better, asdo those who fervently believe in their own innocence - though even they crack in the end. Mages who canturn into animagi seem to survive best - by switching to their beast form, they can use their “animalemotions” to resist the effects of the dementors. In recent memory, only two prisoners have escaped fromAzkaban; one by changing identities and appearances with a willing substitute, the other by escaping whilein animal form.

Diagon Alley: Diagon Alley is the largest wizarding area in the London area. It is accessible through theback yard of the Leaky Cauldron (a wizarding pub, restaurant and inn) or via the Floo network.

The Leaky Cauldron is wedged between a record shop and a book shop and is obscured by spells that makeit inconspicuous (if not invisible) to muggles. From the outside, it appears to be a grubby, uninviting pub.Inside, it is a much friendlier, more hospitable place.

Diagon Alley proper is concealed by a magic door hidden in the wall of the Leaky Cauldron’s back yard.On Diagon Alley itself are dozens of wizarding shops including the Cauldron Shop, an apothecary, EeylopsOwl Emporium, Gringott's Wizarding Bank, Gladrag's Wizarding Wear, Madam Malkin’s Robes, Flourishand Blott's Bookstore, Ollivander’s Wand Shop, Florian Fortescue’s Ice Cream Parlor, Quality QuiddichSupplies, Gambol and Japes wizarding joke shop and the Magical Menagerie. In addition, numerous streetvendors add to the confusion. The GM should assume that characters can buy any reasonable, legalwizarding item in Diagon Alley if they hunt for it long enough.

Hogsmeade: Just down the road from Hogwarts, close to the Forbidden Forest, is the village ofHogsmeade. It is the largest wizarding community in Great Britain, so it is an attractive destination forretirees and visitors, as well as Hogwarts students.

The businesses in the town mostly supply the wants and needs of the staff and students at Hogwarts.Merchants include Honeydukes Sweet Shop, Zonko’s Joke Shop, The Three Broomsticks (a restaurant, puband inn), the Hogshead Pub (a slightly less savory establishment than the Three Broomsticks), Dervish andBanges (a Wizarding equipment shop and bookstore) and an Owl Post Office. On the outskirts of town, atthe top of a small hill is the Shrieking Shack, allegedly the most haunted building in Britain. Set aboveHogsmeade are several caves, some of which are very well hidden.

Knockturn Alley: Just off of Diagon Alley there is Knockturn Ally a narrow, shady street that seemspreternaturally spooky. Shops and vendors on this street deal in goods that the merchants of Diagon Alleywon’t touch - either because they are unethical or illegal. One of the more notable merchants of Knockturnalley is Borgin and Burkes - buyers and sellers of illegal or cursed magic items and books of the dark arts.While not overtly violent or dangerous, respectable wizards don’t let their children go down KnockturnAlley.

A roll vs. Streetwise (Magic) skill is required to buy or sell gray- or black-market goods on KnockturnAlley. In other situations, Streetwise (Magic) rolls are required to avoid getting duped, pick-pocketed,poisoned, mugged or worse.

Chapter 2 - CharactersWitches and wizards are a diverse and powerful lot. Beginning student wizards (such as those at Hogwarts)should be built on 150 points, Upper form students should be built on 200-250 points. Adult wizards shouldbe built on a minimum of 150 points, and powerful mages could range up to 1,000 points with Voldemort

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and Dumbledore are at the top of the range.

Required AdvantagesUnusual Background (Mage or Mage-born) (50 or 10 points): In the world of Harry Potter wizards andwitches are rare compared to the rest of the population. Wizards must take a 50 point Unusual Backgroundfor knowing about magic and being able to use it. Muggle-Born or -Raised mages take a slightly differentversion of the Unusual Background (Muggle-Born wizard) that gives them Anthropology (Muggle),Psychology (Muggle), and Savior-Faire (Muggle) skills at IQ level. Wizard-born non-mages (called“Squibs”) must take a 10 point Unusual Background. Mundane-born, non-magical characters are called“Muggles” and seldom figure as major characters.

Longevity (5 points): Wizards and witches (and presumably Squibs) live a long time compared to normalfolks but seem to age at the same rate.

Magery (15 points for the first level, 10 points for each additional level thereafter): The essence ofbeing a wizard or witch is the ability to perform magic. In the world of Harry Potter, Magery worksdifferently than described in GURPS Basic Set, although the net cost of the advantage is the same.

The most important difference is that mages can use “spontaneous magic,” essentially improvised magicwithout training. This is treated as the Natural Spell casting advantage.

The second important difference is that powerful magic needs to be focused through a wand. Without awand, a wizard or witch can only cast the most trivial spells, so disarming a foe by taking away his wand isa powerful attack. This is a Limitation (Needs Wand for full power, -25%).

The third difference is that “Mage Sense” or “Second Sight” - the ability to sense magic and magic itemsdoesn’t seem to be a standard part of the Magery advantage. This is also a Limitation (No Second Sight.-25%)

The final difference is that spells in the world of Harry Potter are easier to learn and default to one another.Treat all spells as if they were one level easier. For example, Mental/Hard spells become Mental/Average.Mental/Very Hard spells become Mental/Hard. Spell defaults are described in detail elsewhere. This is anEnhancement (Easier Spells and Spells Default to Each Other. +50%).

The norm for wizards seems to be Magery 2. Talented wizards (such as those chosen to go to Hogwarts ortapped to join the Ministry of Magic) have three levels of Magery or more. Characters with Magery 1 makeup the bulk of “working class” wizards.

Wizards with Magery 0 (5 points) can cast spells, but are treated as Squibs. Correspondence programs ofdubious reliability cater to the social anxieties of less-talented mages and might actually improve levels ofMagery, at the GM’s option.

Limited Magery: None of the characters described in the novels have Limited Magery, although it’spossible that Hagrid has one level of normal Magery and additional levels of One-College (Animal)Magery. While it is possible for a character to have Limited Magery, it would certainly be considered aproblem in the wizarding world, in the same way that Dyslexia or other learning disabilities are treated inthe mundane world.

Natural Spell casting (15 points): This advantage functions identically to the advantage described inCompendium I, but in the Harry Potter world, characters can cast spells in any extremely stressful situation,not just “life-threatening” ones. This is an Enhancement (Any Stress triggers spell-casting. +25%).Unfortunately, spell-casting is often involuntary and has embarrassing consequences. An untrained magemust roll vs. Will to not cast a spell when it would be embarrassing or risky to do so if he is under extremestress. For example, a student who is angry with his teacher must roll vs. Will to not cast a spell on her. Thisis a limitation (Will roll required to avoid inappropriate untrained spell use. -25%).

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Trained wizards learn to control their magic, so they don’t have the enhancement or the limitation on thisadvantage.

AdvantagesAdministrative Rank (Ministry of Magic): The Ministry of Magic is the government of the wizardingworld, at least in Great Britain. Presumably similar bodies exist in other countries. Characters employed bythe MoM must take the appropriate Administrative Rank.

Level Title

6 Minister of Magic

5 Deputy Minister

4 Senior Department Head

3 Assistant Department Head

2 Experienced Bureaucrat

1 Bureaucrat

0 Secretary, Junior Bureaucrat

Ally or Ally Group (Variable): Wizards stick together, and they often have friends, servants and relativesthey can call on in an emergency. A member of a particularly tight-knit MoM department might have one(or some) of his colleagues as Allies. Some wizards (mostly those from old, powerful families) might have ahouse elf servant as an Ally.

Animal Empathy (5 points): A wizard with this advantage also gets a bonus when dealing with magicalbeasts.

Contacts (Variable): One of the less-obvious facets of the Harry Potter universe is the fact that it is a fairlyclose-knit, insular society. Wizards who work for the Ministry of Magic can trade favors with otherMinistry wizards. Old school chums keep in touch after they graduate, and certain old families of wizardsmaintain friendly (or at least mutually beneficial) relations with one another.

A new sort of Contact is Ministry of Magic contacts. This is essentially identical to a Business contact,except that the contact’s functional skill will be Administration, and he will be able to inform charactersabout happenings in the Ministry of Magic and the areas that they supervise.

Faculty or students can act as School Contacts. In this case, the contact’s functional skill is Area Knowledge(School). He will be able to inform the character about happenings at the character’s school. High levelcontacts represent a faculty or staff member. Mid-level contacts represent an upperclassman (a prefect orthe head boy/girl) or a low-level servant, such as a house elf.

Destiny (Variable): Some wizards are fated to do great things or to fulfill a certain prophecy.

Divination Talent (5 points): In the world of Harry Potter, divination spells are notoriously unreliable andfickle. It seems that only a very few wizards or witches have “The Gift” of prophecy. A wizard or witchneeds this advantage in order to learn the Divination spell or any other spell that deals with predicting thefuture.

Extended Magery (Variable): At the GM’s option, certain powerful wizards might have levels ofextended Magery. Dumbledore easily has several levels of Extended Magery, based on his ability toeffortlessly produce hundreds of sleeping bags or to completely alter the decorations of a dining hall.“Normal” staring mages should probably be limited to no more than three levels of Magery, however.

Favors (Variable): Like Contacts, wizards are likely to have Favors with friends, relatives and co-workers.Wizards who work for the MoM are especially likely to have (or gain) favors from other MoM staffers whohave gotten themselves into trouble.

Legal Enforcement Powers (5 to 15 points): Many branches of the Ministry of Magic have LegalEnforcement Powers. Depending on their department and the degree of authorization, characters employed

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by the MoM will have anywhere from 5 to 15 points of power. The Dementors guarding the Prison ofAzbakhan and the MoM rogue wizard squads certainly have 15 point Legal Enforcement Powers.Executioners and Accidental Magic Clean-Up Squad members have 10 points of Legal EnforcementPowers. Other MoM characters usually have 5 points of legal enforcement powers. MoM characters with arank of 3 or higher can propose and write regulations that have the force of law, if they are approved by therelevant authorities, but this is a function of Administrative Rank, not Legal power.

Magic Resistance (2 points per level): It is possible that certain muggles or Squibs might have thisadvantage, but it rare that they would know about it. Characters with Magery can’t have Magic Resistance.

Patron (Variable): Like Contacts and Allies, a wizard might have a Patron. This could be either a verypowerful wizard (such as Dumbledore or Voldemort) or a powerful organization, such as Gringott’s Bank,Hogwarts School or the Ministry of Magic. If a character has an organization as a patron, he should have agood story as to why.

Reputations (Variable): Because magical society is a relatively small community, reputations (good orbad) are extremely common. Wizards might acquire a favorable reputation for scholarship, heroism,celebrity status, or just for being a reliable, solid fellow.

Membership in various elite organizations also carries a reputation value among those wizards who knowand care about such things.

Medals: Wizarding society also has several medals which are awarded for scholarship, heroism or service.These count as positive Reputations. The Order of Merlin, Second Class is awarded fairly often. It gives a+1 reaction when worn from any wizard who sees it, and from any wizard who knows the character (LargeGroup, Fairly Often).

Multiple awards of the Order of Merlin, Second Class might be possible. In this case, the reaction bonus isincreased to +2.

The Order of Merlin, First Class is awarded only in unusual circumstance, often posthumously. Itrecognizes groundbreaking scholarship, remarkable leadership or exceptional heroism. It gives a +4reaction when worn from any wizard who sees it, and from any wizard who knows the character (LargeGroup, fairly often).

The maximum bonus a character can receive from medals is +4. If the character has more than one medal,use the highest reputation bonus.

School Reputations: Students at a magical boarding school can easily acquire good or bad reputationsamong their peers. These reputations affect the reactions of your peers, possibly including your friends,and/or the school faculty. A reputation among either faculty or your peers at school counts as a SmallGroup, a reputation among both counts as (effectively) a Large Group. In many cases, good and bad schoolreputations cancel each other out. For example, Fred and George Weasley have a reputation among thestudents as being lots of fun (+1 Reaction, Small Group, All the Time), but they have a reputation amongthe faculty as being tricksters and troublemakers (-1 Reaction, Small Group, All the Time).

After graduation, School reputations might carry on into adult life, but the effective group of people whoknow your reputation shrinks (Small Group to Very Small Group). In a larger society, bad reputations mightalso decrease in severity, unless the wizard is in a close-knit organization filled with other “old boys” (suchas the Ministry of Magic).

The exceptions to this are “reputations” for being a Prefect or a Head Boy/Girl. Within the school, being aPrefect carries a +1 Reputation along with additional Duties (not hazardous or important enough to merit aseparate disadvantage). This reputation is recognized by everyone in the school and by a small groupoutside the school as long as the characters hold the job.

Being Head Boy/Girl carries a +2 reputation and more duties over and above those expected of the Prefects.Otherwise, it is identical to the reputation for being a prefect, except that reputations for being Head

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Boy/Girl can carry into the adult wizarding world, giving a +1 reputation among anyone who knows of thecharacter’s former status (Small or Large Group, depending on the school and the degree to which thecharacter advertises his status).

If a character has two overlapping reputations, the “more important” reputation takes precedence. Forexample, Harry Potter’s school reputation is overshadowed by his overall reputation.

Shapeshifter (Variable): Wizards and Witches who are animagi have this advantage. Technically, animagimust register with the Ministry of Magic. In practice, many animagi do not register, keeping their animalform a secret. Being an unregistered Animagi is a Secret worth -5 points.

A special effect of the Shapeshifter advantage is that every animagus’s animal form has a distinct, slightlyunnatural pattern of markings. Observers who make a successful roll vs. Vision-2 will notice the unusualmarkings. Magically-aware observers can make an IQ roll to guess that the animal might be magical insome way. On a critical success, the observer recognizes the beast as an animagus in animal form.

Known types of Animagi include Were-Beetle, Were-Cat, Were-Dog (treat as a Werewolf), Were-Stag (seeWeredeer), Werewolf and Were-Rat.

Were-Beetle (5 points): ST -9, DX +2, HT +1. In beetle form the character has no effective attacks, butcan fly at a rate equal to her normal Move and is tiny (1-2” long), making her very hard to see or hit. Hertiny size also makes it easy for a were-beetle to crawl under doors, through window frames and so forth.

Were-Cat (10 points): ST -7, DX +3, HT +1. In cat form, the character can attack with her claws and teethfor thrust/cutting damage based on her new ST score. She also has the Stealth x 2, Catfall and Night Visionadvantages.

Were-Rat (10 points): ST -8, DX +2, HT +2. In rat form, the character can attack with his sharp teeth forthrust/cutting damage based on his new ST score. He also has also has the Stealth x 2, Catfall, Cast IronStomach and Night Vision advantages.

Speak With Animals (Limitation: Snakes Only. -30%) (10 points): Wizards who can speak with snakesare known as Parseltongues. They are very rare, so the GM should require an Unusual Background with 10points or more if he allows a PC parseltongue at all. Since the ability is associated with dark wizards (mostrecently, Lord Voldemort); a wizard with this ability will probably have a Bad Reputation.

Status (Variable): Wizard society, like mundane society has old, powerful families and wealthy elites.However, unlike muggle society, it seems to be more egalitarian. Characters may buy Status normally, butStatus above 4 or 5 (including bonuses from Wealth) is extremely unusual and might require an UnusualBackground.

Wealth (Variable): Wizards seem to be able to take care of themselves. While very few are Filthy Rich,few wizards seem to be genuinely Poor and only truly unusual wizards (such as Sirius Black) would beDead-Broke.

DisadvantagesBad Sight (Correctable) (-10 points): Glasses seem to be extremely common among wizards.

Code of Honor (-5 to -15 points): Many wizards abide by a modified form of the Gentleman’s Code ofHonor, which boils down to “fair play.” This is worth -5 points.

Dependents (Variable): Faculty members at Hogwarts can take specific students or a specific group ofstudents as Dependents. Likewise, Hogwarts students can take an incompetent friend or younger sibling as adependent.

Destiny (Variable): Some wizards are doomed to a tragic fate or a dark future.

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Duty (Variable): Most wizards will have a Duty to their employer. While most magical jobs aren’t thatdangerous, spell-casting always carries the risk of embarrassing critical failures, so they might merit a -5point Duty. Characters who perform more arduous or dangerous duties (such as capturing magical creaturesor dealing with magical disasters) will have a -10 point duty. Characters who regularly engage in magicalcombat will have a -15 point duty. Few wizarding jobs are so dangerous as to carry an ExtremelyHazardous Duty.

Enemy (Variable): Wizards can collect enemies as well as Contacts, Allies and Patrons. An enemy can beon old school foe, a professional rival, a vengeful magical beast or an organization. The Ministry of Magiccounts as a Large Organization with exceptional powers.

School enemies are worth no more than -5 point, regardless of the enemy’s power, unless the enemy isactively trying to kill you. Remember that powerful enemies usually “cancel out” weaker foes. For example,Lord Voldemort and his followers are trying to kill Harry Potter, so the bullying he puts up with fromProfessor Snape, Malfoy, Goyle and Crabbe are trivial by comparison.

Intolerance (Muggles, Squibs or Muggle-Born) (-5/-10 points): Some wizards, especially those from oldwizarding families dislike people who don’t have magical power. They see wizards who are born tomuggles as being inferior arrivistes. A character with this disadvantage will react at either -1 or -2 tomuggles, squibs and/or “mudbloods” (a rude term for a wizard born to muggles) depending on the severityof the disadvantage.

Mundane Background (-10 points): Wizards who are unfamiliar with the ways of the wizarding world(such as most young muggle-raised wizards) have this disadvantage. Experienced wizards react to them at-1 when they reveal their ignorance, although this usually takes the form of bemusement rather thanhostility.

Odious Personal Habits (-5 to -15): Wizards are an eccentric lot, and a few can be downright irritatingand unsavory. A possible Odious Personal Habit would be the loud and habitual use of Voldemort’s name,as opposed to the more polite euphemism “He-Who-Must-Not-Be-Named.” This is worth a -1 reaction frommost wizards and is worth -5 points. Wizards who refer to Voldemort by his personal name among friendsor who obviously misuse the name due to ignorance and/or youth might be excused. Experienced wizardswho don’t curb their language merit the full penalty.

Primitive (-10/-15 points): Wizards tend to lag behind muggles in the use of mundane technology,preferring to use magic or old-fashioned devices to do their work. As a result, wizards who are not familiarwith the mundane world are surprised by muggle technology. In a clash between wizards and muggles,wizards might sorely underestimate the muggles power.

Wizards who are born to muggle families, or who are raised by muggles might not suffer from thisdisadvantage, but if they enter the wizarding world at a very young age, they might not fully appreciate thepower of modern technology.

Most wizards operate at TL6, with a few primitive holdouts or back-to-nature types who operate at TL5. Inan early TL8 culture, this gives them either a -10 or -15 point disadvantage.

Reputation (Variable): Wizards can easily acquire bad reputations based on their behavior or theirassociations. Other than “normal” reputations for cowardice, stupidity or bad behavior, wizards might alsoacquire a Bad Reputation for dabbling in the Dark Arts and/or being a supporter of Lord Voldemort.

Characters can have bad School Reputations, as described under Advantages. They are generally no morethan -1 reactions, especially for reputations among other students. Reputations for poor performance or badbehavior among faculty members shouldn’t be more than -2. More serious reputations would get the studentexpelled.

Secret (Variable): Many wizards have secrets. Student wizards might have secrets related to breaking theschool rules, which would be embarrassing (-5 points) if revealed. Adult wizards might have moreimportant secrets to hide. The supporters of Lord Voldemort, the so-called “Death Eaters” have a Secret

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worth -20 points. If their continued support of He-Who-Must-Not-Be-Named were to be revealed, theywould face life imprisonment.

Unlicensed wizards (wizards have not yet graduated from a school of magic or who have been expelled)who regularly perform magic illegally have a -10 point Secret. Likewise, wizards who engage in otherillegal activities have a -10 to -15 point Secret depending on their degree of law-breaking.

Sense of Duty (Variable): Many wizards feel a sense of duty, either to their friends, family, school chumsor their employer. Depending on the number of people involved, this could be either -5 or -10 points.

Social Stigma (Second Class Citizen or Outsider) (-5/-15 points): Wizard-born non-wizards (“squibs”)must take the Social Stigma (Second Class Citizen) if they wish to remain in the wizarding world. Wizardswho recognize a squib won’t generally treat him rudely (though some will), instead, a squib facesunthinking condescension and exclusion from full participation in wizarding society.

Wizards who have been expelled or who are otherwise unlicensed also have the Second-Class CitizenSocial Stigma, as do half-giants and house-elves.

Muggles (mundane-born non-mages) suffer from the Outsider disadvantage if they try to operate in thewizarding world. Not only do they not know the conventions of magical society, the mere fact that theyrecognize the existence of magic makes them dangerous. Wizards either use Forgetfulness spells onwayward muggles or carefully work to destroy the unfortunate muggle’s credibility in the mundane world.

When wizards interact with muggles, they usually treat them with condescending amusement or irritatedbewilderment. A few sadistic wizards torment muggles for sport.

SkillsMany skills in world of Harry Potter have required Magic specializations. These skills are identical to theregular skill of the same name, but cover knowledge of magical phenomenon while glossing over moremundane topics. They default to the regular version of the skill at -2.

Animal Handling (Magic) (M/H): This skill covers the care, feeding, training and handling of magicalcreatures.

Anthropology (Muggles) (M/H): The skill of covers understanding non-magical human culture, artifacts,etc. A successful roll vs. this skill allows a wizard with the Primitive disadvantage to identify a mundanehigh-tech artifact, and to possibly use it properly if it is fairly simple. Note that mundane-born wizards (orraised) wizards automatically have this skill at IQ level.

Area Knowledge (Magical): This skill defaults to regular Area Knowledge at -4. It covers knowledge of aparticular area from a wizard’s point of view, including some knowledge of “unmappable” areas such asHogwarts school. Knowledge of mundane aspects of the area are glossed over or are unknown. Forexample, a London-based wizard might know the layout of Diagon Alley in detail, but he wouldn’t knowanything about Underground routes.

Botany (Magical): This is the scientific study of magical flora. It includes some knowledge of how to carefor magical plants, as well as knowledge of how to handle them safely.

Falconry (Owls): This skill covers the care, feeding, training, basic medical treatment and breeding ofowls. It defaults to regular Falconry skill at -5. Note that this skill isn’t needed to send or receive a messagevia post owl, but a successful skill roll might give the wizard an idea of how much a given owl can carryand whether s/he is up to the job.

Fast Draw (Wand): Most wizards keep their wands in their pockets or tucked inside their robes when theyaren’t using them, so it takes 1d seconds to draw a wand, or 1 second if it is in an easily accessible place.This skill allows you to ready your wand instantly.

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Game (Chess): The Wizarding version of chess uses animated chessmen that sometimes have minds oftheir own. A player using an unfamiliar set of chessmen is at -1 to skill due to their distracting commentsand generally insubordinate behavior.

Gardening (Magic): This is the skill of growing magical plants and dealing with magical garden pests,such as gnomes.

Heraldry (Magic): This skill allows the mage to recognize wizards of various schools and orders by theirformal robes, symbols and heraldry. It also allows the character to recognize the heraldry associated withparticular magical business, schools and families, and to recognize magical trademarks.

Herbalism: This skill covers growing and preparing magical and mundane plants for magical use.

History (Magical): This is the study of magical history. It includes knowledge of important events inwizard history while glossing over or missing important aspects of mundane history, especially of morerecent events. For example, an expert in British Magical History might be able to describe the GoblinRevolt of 1612 in detail, but would draw a blank when asked to describe mundane political events thathappened in 1066.

Languages (Variable): In addition to the mundane languages found on earth, magically-aware beings canalso learn magical languages. The language of the goblins is Gobbledygook, the language of the Merfolk isMermish. Both of these are M/A skills. Other intelligent (or semi-intelligent) creatures might also have theirown languages. As a rule of thumb, however, assume that any language native to a race with IQ 8 or less isM/E.

Law (Magical): This skill covers the laws of the wizarding world. A character with this skill will know therelevant Ministry of Magic laws and regulations concerning a particular wizarding activity. While wizardsdon’t have lawyers, as such, most MoM employees will have a good understanding of this skill.

Naturalist (Magic) (M/H): This is the study of the magical environment. It includes practical knowledgeof how magical beasts interact with their environment, where magical beings are likely to be found and soforth.

Occultism: This is the study of magical and supernatural phenomenon. It includes knowledge of the habits,abilities and weaknesses of magical creatures such as ghosts, werewolves, vampires, giants, centaurs,merfolk, goblins and house-elves. It also includes knowledge of supernatural events and their likely causes.

Psychology (Muggles) (M/A): The skill of understanding how non-magical humans think, behave, etc.especially when confronted with magic, magical creatures or the supernatural. Note that mundane-bornwizards (or raised) wizards automatically have this skill at IQ level.

Riding (Flying Beast) (P/A): This skill allows the character to mount and ride a winged flying beast suchas a hippogriff or flying horse. If such creatures could be tamed, it would presumably also allow thecharacter to ride a griffin or dragon. Different specialties default to each other at -3 or to Riding (FlyingBroom) at -3.

Riding (Flying Broom) (P/A): This skill allows the character to successfully care for and ride a magicflying broomstick. Rolls to skill are required to perform steep dives, quick turns or other acrobaticmaneuvers. A skill roll is also required to use a particular broom to its full effect. The 3-D Spatial Senseadvantage gives +2 to this skill, as does Combat Reflexes. Every two levels of Improved Balance gives +1to skill, up to a maximum of +2 for Perfect Balance. The disadvantage One Hand gives -3 to effective skill,No Fine Manipulators gives -8 to skill and No Manipulatators gives -10. Lame gives -1 to skill, One Leggives -2, and Paraplegic gives -5.

This skill defaults to Riding (Flying Beast) at -3.

Savoir-Faire (Muggle) (M/E): This is the skill of getting along in mundane society. It includes knowledgeof what clothing is fashionable or inappropriate, how to interact with muggle officials and servants (such as

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policemen or cab drivers), and how to generally "blend in" to the culture. Note that mundane-born (orraised) wizards automatically have this skill at IQ level.

Streetwise (Magical) (M/A): This is the skill of getting along with “shady” wizards and locating illicitmagical goods. A character must roll vs. this skill to find (or purchase) illicit magic items, potioningredients or magical beasts. A character with this skill will also know something about which wizards aredabbling in the dark arts or are violating MoM regulations. He might also have a better sense of whatVoldemort and his supporters are up to.

Thaumaturgy: This is the study of the “science” behind magic. A successful roll vs. this skill will allow amage to determine whether a particular spell is possible, and if it is, how he might go about casting it.

Veterinary (Magic) (M/H): This skill covers the medical treatment of magical creatures.

Zoology (Magical): This is the scientific study of magical fauna. It includes knowledge of various magicalbeasts, their abilities, likely habitat, and ways of dealing with them. It also covers the study of breeding newmagical creatures.

New SkillsProfessional Skill (Wand Maker) (M/A). Prerequisites: Thaumaturgy, Woodworking, Wand spell.

This is the skill of making magic wands. Magic wands are made of pieces of wood built up around a core ofsome magical material. Different combinations of wood and core materials have different magicalsignificances that allow a particular combination of materials to “attune” to a particular witch or wizard.

A successful roll vs. this skill allows a character to make a magic wand (but not to enchant it), identify themaker of an unidentified magic wand, or to make a guess as to which combination of wand materials iscorrect for a particular customer.

Sport (Quiddich) (P/A) Prerequisite: Riding (Flying Broom), can't exceed Riding (Flying Broom)skill.

This represents the character’s ability with the famous sport of Quiddich. To perform a feat in Quiddich,roll vs. your skill, at +2 if you have the Combat Reflexes advantage and +2 if you have the 3-D SpatialSense advantage. Every two levels of Improved Balance gives +1 to skill, up to a maximum of +2 forPerfect Balance. Feats include grabbing a ball, throwing a ball to another teammate, blocking or dodging anopposing player, avoiding a bludger, blocking a shot, and the like. A failed roll means that you fail toperform the feat, with a critical failure meaning that you drew a foul (giving the other team a free shot atgoal with the Quaffle), collided with another player, got hit by a bludger or fell off your broom.

If two players are competing (e.g., both trying to grab the same ball or trying to fake each other out), roll aQuick Contest of skill to see who beats who. The amount by which each player makes the skill roll and theamount by which the winner wins the contest determines the degree of success or failure.

A Quiddich team consists of seven players, two Beaters (who keep the Bludgers at bay and direct themtowards the opposing team members), three Chasers (who try to score points using the Quaffle), a Keeper(who guards the three hoops on his side of the field) and a Seeker whose job is to catch the Snitch. Thesecount as different familiarizations of Quiddich and “default” to each other at -2. 40 hours of practice willremove one point of unfamiliarity penalty, so 80 hours of practice removes the penalty entirely.

The Balls

The Quaffle: The quaffle is bright red stuffed leather ball. It is enchanted with a with a gripping charm sothat it can be easily “palmed” without falling from a player’s hand. It also has enchantments on it so that itfalls slowly and so that it won’t go out of the playing area. If a quaffle is dropped, it falls at the rate of 1yard per turn. A player can throw the quaffle (ST+ 1/2 skill) x5 yards. The speed at which the quaffle movesaverages to (ST + 1/2 skill) x 3 mph. Remember that because the quaffle falls more slowly than an

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unenchanted object does, it travels in a much straighter line as it flies.

The Bludgers: The bludgers are 10 inch diameter iron spheres. While they mass over 140 lbs. each,levitation spells reduce their effective weight and inertia considerably. This makes them less dangerous andeasier for the beaters’ to move. Even so, bludgers can fly at speeds up to 100 mph and are one of the mainsources of injuries in the game. They are enchanted so that they try to attack the nearest player. If two ormore players are equidistant, roll randomly to see which one the bludger goes after. A hurtling bludger does1d-2 points of crushing damage to a random hit location, although the character is allowed a roll vs.Quiddich skill -4 or Dodge to avoid it. On a critical failure, the bludger scores a critical hit. Beaters can alsoattempt to Parry a bludger using their bats. The distance a beater can hit a bludger is equal to (ST + 1/3Quiddich skill) yards. The speed at which the bludger travels varies, but averages to (ST + 1/3 skill) x 5mph.

Note that the mechanics of how a bludger moves and does damage do not make any sense in terms of real-world physics. Bludgers are enchanted so that they can be easily batted away at high speeds, but so that theydon’t do serious damage when they collide with a player.

The Snitch: The snitch is a small metal gold-colored ball with enchanted silvery wings on each side. It ismodeled on the flight of the Golden Snidget (a harmless, protected species of bird). Unlike the Bludgers itattempts to avoid the players. It is very small and very fast (60 mph and up), so it is difficult to catch. Seethe Seeker section for rules on catching the snitch.

The Players

The Chasers: There are three chasers on a quiddich team and are responsible for most of the points scoredin a typical match. Chasers must roll vs. Quiddich skill +2 to catch the quaffle. Throwing the quaffle toanother player requires rolls to hit the target (including penalties for speed and range), except that you get a+4 bonus to throw the ball to a willing target who can cooperate to catch the ball. Rolls to throw the quafflethrough one of the three hoop-shaped goals are at -2. If the keeper is able to block the shot, roll a Contest ofskills, with -4 to the keeper’s effective DX or skill. If the keeper wins the contest, he catches or deflects thequaffle. While carrying the Quaffle, Chasers are at -2 to their effective skill in Contests of Skill to avoid abludger, but no skill roll is needed to hold onto the ball. A chaser can immediately remove this penalty bydropping the Quaffle. To steal the quaffle from another player, roll a contest of DX or skill, with the ball-carrier getting -2 to effective skill.

Typically, a chaser must outrun any opposing chasers and dodge at least one bludger before he can attemptto score.

The Beaters: The beaters are armed with short wooden cudgels. They are responsible from protecting theother players on their side from the bludgers while directing bludgers so that they attack opposing players.They carry bats (presumably shaped something like cricket bats) that are enchanted so that they do notbreak.

To strike a bludger, roll vs. either Quiddich or Shortsword skill +4, less any penalties for speed or speed ofthe target. A critical failure means either a fall from the broom, a dropped bat or a hit from the bludger. Rollvs. unmodified skill to aim a bludger in the direction of another player. Since bludgers “home in” on thenearest player, a no aiming is required.

A beater can make an “all out attack” on a bludger by using both hands on his bat. This increases hiseffective ST by 2, but requires him to roll vs. skill-2, both to hit the ball and to keep control of his broom.

The Seeker: The seeker’s job is to catch the Snitch. Since the Snitch is small, fast and hard to see, theseeker’s job is more difficult than it sounds. He must first make a Vision roll to see the Snitch. Then, hemust make a Quiddich skill roll to get near the Snitch and a DX or Quiddich skill roll at -8 to catch it.Typically, the opposing seeker will be trying to grab the snitch as well, so the seeker might have to roll oneor more Contests of Skill first to shake off or fake out his opponent before he can catch the snitch.

If the seeker fails to catch the snitch, roll 3d. On a roll of 8 or better, the snitch has moved sufficiently far

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away that he must start the whole sighting, chasing and catching routine over. Otherwise, he needs only tomake rolls to chase and catch the snitch.

A seeker can make an “all out attack” to catch the snitch by using both hands. This gives +2 to effectiveskill, but requires him to roll vs. skill to keep control of his broom.

The Keeper: The keeper can attempt a roll vs. DX or Quiddich at -4 in contests of skill to block a shot ongoal.

The Rules

Quiddich is a game played while riding flying broomsticks on (or over) an oval-shaped field. An arc thatintersects each end of the oval to make a lens-shaped area marks the scoring area. At each end of the oval,in the center of the scoring area, are three evenly-spaced vertical hoops placed on tall poles, with the centralhoop slightly raised above the others.

There are four flying balls in play, a red Quaffle (which scores 10 points if thrown through one of the threehoops on the opponent’s end of the field), two black Bludgers (which chase players and try to knock themoff course or injure them) and a walnut-sized Golden Snitch. The player who catches the Golden Snitchscores 150 points for his team and ends the game. A game cannot end until the Snitch is caught.

There are seven players per side: a keeper (often the team captain), three chasers, two beaters and a seeker.Each type of player has a different function, described above. Players are not allowed to take off until thereferee releases the balls. Play continues until the snitch is caught or both sides mutually decide to quit thegame. Unlimited time outs are allowed, but can only be called by the captain of each team. No substitutionsare allowed due to injury or fatigue, although spells may be used to restore health and stamina. Players maynot use magic or any other means to enhance their performance or that of their brooms. Enchantments canbe used to improve the performance of a broom, but spells cast during or just before play are illegal. It isalso illegal to use magic (or any other means) to unfairly boost player performance, although spells andpotions can be used to overcome handicaps (such as physical or mental disadvantages) or for safety. Theballs cannot be altered in any way by magic or by other means.

It is illegal to deliberately strike or intentionally touch another player or any spectator with a spell, hand orany other object. This includes deliberately colliding with an opposing player, striking bludgers towardsspectators or interfering with an opponent’s broom. Incidental contact is not illegal if it doesn’t interferewith either player or their brooms.

It is illegal to interfere with the keeper while he is in the scoring area, for more than one chaser to enter theopposing team’s goal area while their team is in possession of the quaffle, for the keeper to put any part ofhis body through the goals to block a shot or for the chaser to score by shoving the quaffle through the goalwith his hand.

It is illegal for any player except the seeker to intentionally touch or catch the snitch. Finally, it is illegal todeliberately knock the Bludger out of bounds (the snitch and the quaffle are enchanted so that they stay inbounds). Players can go out of bounds as necessary, but they cannot carry any of the balls with them.

Violation of any of these rules allows a chaser from the team to take a free penalty shot on goal. During apenalty shot, only the keeper is allowed in the scoring area and other players cannot interfere with thepenalty shot.

Cheating: If a character wishes to cheat, roll a Quick Contest of skills between the cheating player and hisvictim to set up the cheat. The cheater can take a bonus of up to +4 to this roll. Next, roll a contest betweenthe referee’s Vision and the cheater’s Quiddich skill, with a penalty to the cheater’s skill and a bonus to thejudge’s vision for each +1 bonus the cheater took in his first roll. The more blatant the cheating, the harderit is to hide and the easier it is to see.

If the referee observes the cheating, he will call a time-out and the victims of the cheating get a free shot ongoal.

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Tactics and Mechanics

Types of Brooms: Different brooms have different performance. Give the character with the faster and/ormore maneuverable broom a +1 to +6 bonus to skill or contests of skills where speed and performance arevital.

Size of Players: Quiddich players, especially the seeker, should be relatively small and thin, with theexception of Bludgers for whom upper body strength is more important than size. For every 10 lbs. less than120 lbs. that a player weighs, give him +1 to skill rolls that require speed or agility. Characters who weighmore than 180 lbs. are at -1 to skill for every 20 lbs. overweight.

Cooperation: Two or more players may cooperate against an opposing player. For example, two chasersmight cooperate to take the quaffle from an opposing player. In this case, use the better of the twocooperating player’s skills, but with a bonus equal to 1/4 the skill levels of the cooperating players.

Hazards: Quiddich is a dangerous game. A bludger does 1d-2 points of crushing damage to a random hitlocation, although the character is allowed a roll vs. Quiddich skill or Dodge to avoid it. Beaters can alsoattempt to Parry a bludger. Critical failure on a roll to avoid a bludger result in a critical hit.

A collision with another player or the ground does ordinary collision damage requires a Riding (FlyingBroom) skill roll to keep control. If you fall off your broom, treat it as a fall from 3d yards. Fortunately,proper quiddich fields have soft ground, which halves the damage from the fall. In addition, most Quiddichfields have mages standing by to slow the fall of anyone who falls off their broom.

Quiddich Teams

Hogwarts School: At Hogwarts, the different houses each have their own teams. Gryffindor wears redrobes, Slytherin wears green, Hufflepuff wears yellow, and Ravenclaw wears blue. Teams compete for theschool quiddich cup and points scored in quiddich matches apply to overall house standings for the HouseCup.

Irish and British League: This is a professional (and very ancient) quiddich league that encompassesBritain, Scotland, Wales and Ireland. There are 13 teams, which include the Chudley Cannons (orange andblack robes embroidered with a cannonball logo and a “CC” crest), the Wimborne Wasps (yellow and blackstriped robes embroidered with a wasp), and the Ballycastle Bats (black robes with a red bat embroideredon the front). Teams compete for the league championship.

Other National Leagues: Every country in Europe, North America and the Australian subcontinent has itsown professional quiddich league, and most countries in South America have leagues as well. For culturaland historic reasons, quiddich isn’t as popular in Asia (except for Japan). In Europe, inter-league play isquite common, with a European cup tournament being held every 3 years. The world cup consists ofnational teams from around the world and is held every 4 years.

Character TemplatesBasic Harry Potter Wizard Template [145 points]

ST 10 [10]; DX 10 [0]; IQ 14 [45]; HT 10 [0].

Required Advantages: Longevity [5 points]; Magery [15 points]; Natural Spell casting [15]; UnusualBackground (Wizard) [50 points].

Optional Advantages: 20 points from Ally [Variable]; Ally Group [Variable]; Appearance [Variable];Combat Reflexes [15]; Contacts [1-10]; Danger Sense [15]; Destiny [5-15]; Divination Talent [5]; Favors[1-10]; Intuition [15]; Magery [10 per additional level]; Patron [10]; Reputation [Variable]; Status [5-10];Strong Will [4/lvl] or Wealth [Variable].

Required Disadvantages: None.

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Optional Disadvantages: -20 points from Appearance [Variable]; Bad Sight (Corrected) [-10]; Code ofHonor (Gentleman’s) [-5]; Clueless [-10]; Enemy [Variable]; Ignorance (Mundane World only, -50%) [2];Overweight [-5]; Skinny [-10]; Sense of Duty [Variable]; Odious Personal Habits [Variable]; Reputations[Variable]; Destiny [-5 to -20]; Wealth (Struggling) [-10].

Primary Skills: Thaumaturgy (IQ) [2]; Occultism (IQ) [2]; Area Knowledge (Magical Great Britain) (IQ)[1]

Secondary Skills: 5 points from Alchemy (M/H); Herbalism (M/H) and/or History (Magic) (M/H).

Optional Skills: 5 points from Administration (M/A); Animal Handling (Magical Creatures); Anthropology(Muggles) (M/H); Area Knowledge (Various) (M/E); Astrology (M/H); Astronomy (M/A); Botany(Magical) (M/H); Carousing (P/A); Diplomacy (M/H); Falconry (Owls) (M/A); Fast Talk (M/A); Game(Chess) (M/E); Gardening (Magic) (M/E); Heraldry (Magic) (M/A); Languages (Various) (M/Varies);Naturalist (Magic) (M/H); Psychology (Muggles) (M/H); Research (M/H); Riding (Flying Beast) (P/A);Riding (Flying Broom) (P/A); Sex Appeal (P/A); Savoir Faire (Muggle) (M/E); Sport (Quiddich) (P/A);Writing (M/A); Zoology (Magic) (M/H).

Grimoire: 20 points in any college except Necromancy, Knowledge or Technology

Ministry of Magic Wizard (175 points)

This template is based on the basic Harry Potter Wizard template, above.

Attributes: +1 IQ [10]

Advantages: Add 20 points from Administrative Rank [5 per level]; Contacts [Variable]; Favors [1 pointeach]; Legal Enforcement Powers [5-15]; Patron [Variable] or additional levels of Magery [10 per level].

Disadvantages: Add Duty (Ministry of Magic, Fairly Often) [-5].

Optional Disadvantages: Add -10 points from Dependents [Variable]; Enemy [Variable]; Sense of Duty(Ministry of Magic) [-5]; Workaholic [-5].

Skills: Add Administration (IQ) [2]; Law (Magic) (IQ-2) [1]; Professional Skill: Law Enforcement (Magic)(IQ) [2]; Savoir-Faire (Magic) (IQ) [1]

Grimoire: Add 9 points in spells.

Notes: This represents a fairly low-level MoM employee engaged in routine aspects of running thebureaucracy or enforcing wizarding laws.

Magical Merchant (130 points)

This template is based on the basic Harry Potter Wizard template, above.

Advantages: Add 10 points from Allies [Variable]; Ally Group [Variable]; Charisma [5 per level]; Contacts[Variable]; Favors [1 point each]; additional levels of Magery [10 per level]; or Wealth (Comfortable) [10].

Disadvantages: Add Duty (Customers, Employees and Suppliers, Rarely) [-2].

Optional Disadvantages: Add -10 points from Dependents [Variable]; Enemy [Variable]; Sense of Duty(Friends, Family, Customers, Employees, etc.) [-5]; Workaholic [-5]; Wealth (Struggling or Poor) [-10/-15].

Skills: Add Merchant (IQ) [2]; Accounting (IQ-2) [1]; one Craft, Artistic or Professional skill (IQ) [2].

Grimoire: Add 7 points in spells.

Notes: This represents an ordinary wizard shop-keeper such as might be found in Hogsmeade or Diagon

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Alley.

Death Eater (27 points)

This template represents an evil wizard or witch who is pledged to serve Voldemort. It can be added to anyof the wizard templates above. Most surviving Death Eaters are high-powered, extremely-skilled wizards,well-placed within wizarding society and/or the Ministry of Magic to support a coup when Lord Voldemortagain rises to power.

Voldemort tolerates no nonsense from his followers, choosing only powerful, well-placed conspirators. Anywizard who might represent a challenge to his authority or who might represent a security risk will eithernot be accepted into the organization or will be quietly disposed of.

Required Advantages: Patron (Lord Voldemort and other Death Eaters, 6-) [5].

Optional Advantages: Add 50 points from Administrative Rank [5/level]; Allies [Variable]; CombatReflexes [15]; Common Sense [10]; Contacts [Variable]; Cool [5]; Collected [10]; Danger Sense [15];Fearless [2/level]; Intuition [15]; Patron [Variable]; Status [5/level]; Unfazeable [15]; Wealth [variable].

Required Disadvantages: Duty (Lord Voldemort and other Death Eaters, Hazardous, 6-) [-5]; Intolerance(Muggles, muggle-born wizards, and muggle sympathizers) -2 [-10]; Secret (Death Eater) [-20]; UnnaturalFeature (Invisible “Dark Mark” tattoo on forearm) (Limitation: Only visible when Voldemort wishes tosummon the character. -50%.) [-2]

Optional Disadvantages: Up to 15 points from Bad Temper [10]; Berserk [-15]; Bloodlust [-10]; Bully[-10]; Callous [-6]; Cowardice [-15]; Fanaticism (Voldemort) [-10]; Greed [-10]; Jealousy [-5]; OdiousPersonal Habits [-5 to -15]; Sadism [-15] or Selfish [-5].

Taboo Disadvantages: “Good” or “Weak” disadvantages such as Charitable; some Delusions; Easy to Read;Fanaticism (Self); Gullibility; Honesty, Megalomania; Murder Addiction; Selfless and Truthfulness.

Skills: Add 10 points in Combat/Weapon, Social and/or Thief/Spy skills; including Intelligence Analysisand Intimidation.

Grimoire: Add 20 points in Dark Arts spells.

Hogwarts Student Wizard, 1st Year (115.5 points)

This is a separate template that represents a student wizard.

Attributes: ST -3 [-20]; HT -1 [-10].

Advantages: Add +1 to Magery [10 points].

Optional Advantages: Add 20 points from: Allies (classmates) [Variable]; Contacts (school) [Variable];Eidetic Memory (Partial) [20]; Favors (School) [1 each]; Heir [5]; Less Sleep [3/level]; Patron (faculty)[Variable]; Reputation (Fellow Students, Small Group) [Variable]; Status [5-10]; Wealth (Comfortable)[10].

Disadvantages: Youth [7 years at -2 per year]; Duty (Hogwarts school and house) [-5].

Optional Disadvantages: Up to -10 points from Clueless [-10]; Gullibility [-10]; Honesty [-10]; MundaneBackground [-10]; Odious Personal Habits [-5/-10]; Reputation (Fellow Students, Small Group) [Variable];Shy [-5 to -15]; Stubborn [-10]; Workaholic [-5].

Primary Skills: Area Knowledge (Magical Great Britain) (IQ) [1]; Area Knowledge (Hogwarts School andenvirons) (IQ) [1]; Occultism (IQ-2) [1]; Research (IQ-3) [1/2]; (M/H); Thaumaturgy (IQ-2) [1];

Secondary Skills: 5 points from Alchemy (M/H); Astrology (M/H); Animal Handling (Magic);

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Anthropology (Muggles) (M/H); Astronomy (M/A); Botany (Magic) (M/H); Gardening (Magic) (M/E);Herbalism (M/H); History (Magic) (M/H); Naturalist (Magic) (M/H); Poisons (M/H); Psychology(Muggles) (M/A); Riding (Flying Broom) (P/A); Savoir-Faire (Muggles); Writing (M/A); Zoology (Magic)(M/H).

Optional Skills: 5 points from Acting (M/A); Area Knowledge (Various) (M/E); Calligraphy (M/A);Carousing (P/A); Chemistry (M/H); Climbing (P/A); Detect Lies (M/A); Diplomacy (M/H); Falconry(Owls) (M/A); Fast Talk (M/A); Forgery (M/H); Game (Chess) (M/E)., History (M/H); Intimidation (M/A);Jumping (P/E); Languages (M/Variable); Leadership (M/A); Lockpicking (M/A); Mathematics (M/H);Physics (M/H); Psychology (M/H); Riding (Flying Beast) (P/A); Running (P/H); Sport (Quiddich) (P/A);Stealth (P/A); Tracking (M/A).

Grimoire: 5 points in spells.

Notes: This represents an extremely-gifted 11-year-old child with unusual magical power during his or herfirst year at an elite magical boarding school. As the character ages, his attributes will increase, as well themaximum number of points that he can spend on skills and spells. Assume that Hogwarts students gain 4points in skills and spells and 20 points in skills and increased attributes per year after their first year. Mostof these points should go to buying off reduced attributes.

Hogwarts School Student, 5th Form (214 points)

This template uses the Hogwarts School Student, Lower Form template.

Attributes: Change ST to 10 [0] and IQ to 13 [30].

Disadvantages: Change Youth to [2 years at -2 per year] [-4].

Optional Disadvantages: Remove Mundane Background from the list of optional disadvantages.

Primary Skills: Change Thaumaturgy (IQ-1) [2]; Occultism (IQ-1) [2]; Area Knowledge (Magical GreatBritain) (IQ) [1]; Area Knowledge (Hogwarts School and environs) (IQ+1) [2].

Secondary Skills: 9 points from the list above.

Optional Skills: 7 points from the list above. Add Dancing (P/A) and Sex Appeal (P/A).

Grimoire: 18 points in spells.

Notes: This represents a gifted 16 year-old with unusual magical power attending an elite magical boardingschool. Students in the 6th and 7th years gain 4 points per year in skills and spells and 4 points in attributesand advantages.

Hogwarts House Lenses

Hogwarts students are sorted into “Houses” based on their personalities. While none of the followingadvantages or disadvantages is required, they can be taken as being “desirable” characteristics of aparticular house.

Gryffindor: Students in Gryffindor house tend to be assertive, brave and noble. Common advantagesinclude Good Appearance [Variable]; Cool [5]; Daredevil [15]; Fearlessness [2 per level]; Luck [15/30]and Strong Will [4 per level]. Common Disadvantages include Code of Honor (varies) [-5/-10]; Impulsive[-10]; Odious Personal Habit (Stuffy) [-5]; Sense of Duty (Hogwarts, Gryffindor house, friends and/or otherwizards) [-5/-10]; Stubbornness [-10] and Trickster [-15].

Hufflepuff: Students in Hufflepuff house are solid, reliable, hard workers. Common Advantages includeGood Appearance [Variable]; Common Sense [10]; Extra Fatigue [5 per level]; Reputation (As a decent,hard-working person) [5]; Single-Minded [5] and Strong Will [4 per level]. Common Disadvantages includeCharitable [-15]; Code of Honor (varies) [-5/-10]; Hidebound [-6]; Honesty [-10]; Odious Personal Habit

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(Stuffy) [-5]; Sense of Duty (Hogwarts, Hufflepuff house, friends and/or other wizards) [-5/-10];Stubbornness [-10]; Unobservant [-5 per level] and Workaholic [-5];

Ravenclaw: Students in Ravenclaw are expected to be observant and clever. Common Advantages includeGood Appearance [Variable]; Alertness [5 per level]; Common Sense [10]; Danger Sense [15]; Empathy[15]; Intuition [15] and Keen Senses [2 per level]. Common Disadvantages include Code of Honor (varies)[-5/-10]; Curious [-5/-10]; Impulsive [-10]; Sense of Duty (Hogwarts, Ravenclaw House, friends and/orother wizards) [-5/-10]; Stubbornness [-10]; Trickster [-15] and Workaholic [-5].

Slytherin: Students in Slytherin are expected to be ambitious and cunning. More than any other house,Slytherins are likely to cheat, bend or break the rules, and/or study the dark arts. Common Advantagesinclude Connections [Variable]; Favors [1 each]; Fearless [2 per level]; Heir [5]; Intuition [15]; Patron[Variable]; Status [5/10]; Strong Will [4 per level] and Wealth (Comfortable) [10]. Common Disadvantagesinclude Bad Temper [-10]; Bloodlust [-10]; Bully [-10]; Code of Honor (varies) [-5/-10]; Odious PersonalHabits (Various) [-5/-10]; Intolerance (Various) [-5/-10]; Sadism [-15]; Secret (Family or personalinvolvement with dark arts) [-5/-10]; Stubbornness [-10]; Trickster [-15].

Chapter 3 - Races and BeastsHumans aren’t the only inhabitants of the world of Harry Potter. Various non-human magical races exist.Their cultures and governments exist along with that of the Wizarding world, and although the wizards arethe most numerous and powerful race, they must treat the other races with respect.

Centaurs (10 points): Centaurs in GURPS Harry Potter are identical to Centaurs in GURPS Fantasy Folk,with the exception that they are Primitive (TL3) [-45 points] and most have Intolerance (Humans) [-10] andthe Odious Personal Habit (Aloof, Arcane, Philosophical and Fatalistic, -2) [-10 points].

Most centaurs avoid humans and try to speak to them as little as necessary, although they will not attackhumans unless severely provoked. If questioned by a human, most centaurs speak in riddles or obscuremetaphors to bring the conversation to a close as quickly as possible. Most Centaurs seem to be fatalistic,letting astrologic signs guide their actions, because of this, they might have the Astronomy and Astrologyskills. They might also know the Divination (Astrology) spell. In the latter case, centaurs might be powerfuldiviners; although they would be reluctant to share their knowledge with humans. Centaurs are onlyappropriate as NPCs.

Centaurs govern their own affairs and have little contact with wizards. At their own request, the Ministry ofMagic has classified Centaurs “beasts.” The centaurs requested this change both because they objected tosharing “being” status with sinister races such as Hags and Vampires and because they wished to havenothing to do with the wizarding world.

Goblins (-15/-20 points): Goblins are an aloof, enigmatic race to whom the wizards have delegated most oftheir finances. Goblins are nearly identical in statistics to the Goblins described in GURPS Fantasy Folk,but are shorter (3’ 6” to 4’ 6” tall), slightly more heavy-set and have large green eyes, swarthy faces,pointed beards and sharp teeth. Their hands and feet are extremely long. Reduce ST by 1 [-10], ReplaceImpulsiveness with Greed [-10 points] especially for precious metals and add Sharp Teeth [5 points].Goblins, like Wizards, tend to be Primitive (TL5/6) [-10/-5 points]. Goblins speak their own language(Gobbledygook) and must learn English as a non-native language.

Although Goblins live among wizards, they don’t seem to particularly like them. Goblins come across asbeing aloof and quarrelsome. Historically, goblins have deliberately sabotaged negotiations between thesentient races; either as an object lesson or as a practical joke. There have been many goblin rebellions;presumably against the hegemony imposed on the goblins by the Ministry of Magic and its predecessors.

Goblins are best known to wizards as from Gringott’s bank. If this institution can be taken as typical ofgoblin culture, Goblins seem to be brusque; with a preference for deep subterranean environments and adeep affinity for magic and magical traps.

Giants (105 points): Giants in the Harry Potter world are identical to the Large Giants in Fantasy Folk,

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except that they can breed with wizards to produce Half-Giants. They stand about 20’ tall and have darkeyes, dark hair and light brown or olive skin. Giants have a history of violence and warring amongthemselves. When Voldemort held power, many giants allied themselves with him and massacred Muggles;others withdrew to remote mountain ranges. Their numbers are in decline and in Britain they are believed tobe extinct.

Giants add the following disadvantages to the Fantasy Folk template: Bad Racial Reputation (Dangerousand Destructive, -2) [-10]; Dying Race [-5]; Intolerance (Humans) [-10] and Primitive (TL3) [-20].

Ghosts (151 points): Ghosts use the Old Ghost template found on p. 69 of GURPS Undead. Typical Ghostcompulsions are relatively minor, and might consist of “Haunt a Particular Place,” “Haunt the people whomade you miserable in life,” or “Continue to Teach.” Ghosts in the Harry Potter world (at least those atHogwarts) act as faculty and staff and are generally friendly towards the living staff and students, but theypresumably are exceptional. A more typical ghost might be expected to be more hostile to the living - atleast to the extent of scaring them away.

Harry Potter Ghosts also have the Anosmia (Limitation: Can barely taste or smell very strong flavors orscents. -20%) [-4] disadvantage. It is also possible that ghosts have either the Cooling (Limitation:Involuntary, -75%) [3] or Icy Weapon [15] Natural Attacks, or a similar magic knack, since they are able tocause a chill in mortal creatures they touch. If the touch of a ghost merely causes mild discomfort tohumans, this is nothing more than a Racial Quirk [-1].

Half-Giants (205 points): Half giants are the offspring of a wizard and a giant. They look like unusuallylarge, broadly-built humans and stand 9-10’ tall. Half-giants are rare and don’t fit in well with either giantor human culture. Wizards consider them to be bad-tempered and dangerous and giants consider them to beovergrown humans; with all the human vices and weaknesses that giants abhor. As a result, they tend tokeep to themselves or try to pass themselves off as “large-boned” humans. Hagrid is a half-giant. Half-Giants have ST 20 [110]; HT +4 [45] and DX -1 [-10]. They have the advantages DR +3 [15]; High PainThreshold [10]; Increased Hit Points +6 [30]; Longevity [5] and Magery [15].

They have the disadvantages of Inconvenient Size [-10] and Social Stigma (Second-Class Citizen) [-5].

House Elf (-92 points): House Elves are an intelligent form of faerie. They are dedicated, unpaid servantsto wizards. House Elves look like small 2-3’ wizened humanoids with light brown skin, large bat-likepointed ears, luminous green eyes and large oddly-shaped noses (either long and pointed or bulbous andclown-like).

House elves are typically encountered as the servants of wealthy, old magical families. Their slave mentalityrequires them to serve their master faithfully, regardless of the danger or abuse their duties might require,and never betray their master’s secrets. A house-elf can operate on its own, but vastly prefers to have amaster to give it directions and a sense of belonging. While a house elf won’t starve to death if its masterforgets to tell it to eat, it would starve itself to death if its master gave it orders to do so.

As a mark of their servitude, house elves do not wear normal clothing. In fact, if the house elf’s mastergives it a proper piece of clothing - even a worn-out garment - the house-elf is released from the master’sservice. Depending on the situation and the house-elf’s personality, it might consider this a blessing or amark of shame. In any case, a house-elf who is dismissed from one master’s service will soon take upservice with another master. Due to their low initiative, house elves are best used as NPCs. It is possiblethat a player might have an exceptional house elf as an Ally.

House Elves have ST -5 [-50]; DX +1 [10]; IQ-2 [-15]; HT +2 [20] and 4 levels of Reduced Hit Points[-20]. They have the advantages of Acute Hearing +2 [4]; Acute Smell/Taste +2 [4]; High Pain Threshold[10]; Less Sleep x 5 [15]; Longevity [5]; Magery [15]; Night Vision [10]; Pitiable [-5] Racial Group SkillBonus to “domestic” Artistic and Craft skills (+2 bonus) [12]; and Silence x 1 [5].

They have the disadvantages of Compulsive Behavior (Cook, Clean, Make and Mend) [-10]; InconvenientSize [-10]; Low Self-Esteem [-10]; Primitive (TL5) [-15]; Selfless [-10]; Sense of Duty (Owner and hisfamily) [-10]; Slave Mentality (Partial) [-20]; Social Stigma (Valuable Property) [-10];Vow (Minor) (Do

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Not Wear Normal Clothes) [-5]; Vow (Never Tell Their Master’s Secrets or Speak Ill of Their Master) [-5];Wealth (Dead Broke) [-25]; Workaholic [-5].

They have the Racial Skill of Stealth at DX level; it is a mark of a good house-elf that they can go abouttheir business without being noticed.

An experienced house elf will also know about 20 points in spells; mostly from the Food, Making andBreaking and Movement colleges. They can use these spells without needing a wand as a focus, but theycannot use them without their master’s implicit permission. These limitations and enhancements cancel eachother out. An elf can use a wand; gaining a +2 bonus to skill (or +4 for an attuned wand), but it is illegal forhouse elves to own or use wands.

Leprechaun (-23 points): Leprechauns are a rare, intelligent form of Irish faerie. They are identical to theLeprechauns in GURPS Fantasy Folk except that they have IQ -1 [-10]; Primitive (TL3) [-40] and Trickster[-15] disadvantages. Their advantages include Magery [15] and the Racially Learned Magic spells FalseCoins at IQ+3 [6, including Magery] and Flight IQ+2 [6, including Magery]. They have green skin and,unless they can get something better, make clothes out of leaves. They are best used as NPCs.

Merfolk (-10 points): Merfolk are aloof, aquatic beings that inhabit both fresh and salt water. They aredistinctly inhuman in appearance, even discounting their fishy tails. Their humanoid half has grayish skin,long green hair, large yellow eyes and pointed teeth. They fish with spears. Above water, their voices areunintelligible (this is the 0 point version of the Speak Underwater advantage). They are identical to theMerfolk in GURPS Fantasy Folk, with the exception that they have the Primitive (TL3) [-20] disadvantageand the Sharp Teeth [5] advantage.

Merrows are Scottish and Scandinavian merfolk. They have Unattractive or worse appearance. Merfolk arebest used as NPCs.

Merfolk govern their own affairs and have little contact with wizards. Like centaurs, they have voluntarilyasked to be classified as “beasts.”

Poltergeist (155 points): Poltergeists are a form of ghost, but with a -10 point Compulsion to make noise,break things, play practical jokes and generally be obnoxious. Individual poltergeists will have additionalOdious Personal Habits worth -5 to -15 points. Poltergeists tend to Materialize more than most ghosts,mostly so they can wreak havoc in the material world.

Veela (53 points): Veela are Eastern European nature spirits with the power to enchant men with theirvoices. They look like extremely beautiful fair-haired, light-eyed human women, except when they areangry, where their appearance becomes fearsome instead.

Veela have magic hypnosis powers over men. When a veela sings or talks, any male human (or similar race)who can hear her must roll vs. Will or be drawn to the veela, doing whatever it takes to impress her, even ifit is stupid or dangerous. Though they can see that other people are acting in a stupid or reckless way, theydon’t notice their own foolishness. As long as the veela sings or talks, her victims will continue to clusteraround her, ignoring their surroundings and jockeying for her attention. If more than one veela sings,increase the radius of their power and the number of victims that can be affected. If a potential victim thinksto cover his ears, or has the Hard of Hearing disadvantage, he gets +2 to his effective Will roll. Characterswith the Deaf disadvantage or who use spells or technology to completely block their ears are immune tothe veela’s song, as are women.

Veela can interbreed with wizards, producing offspring of exceptional beauty, but without their mother’sshapeshifting powers. Because of their rarity, they are best used as NPCs.

Veela have the advantages of Very Beautiful [25], Magery 2 [25] and Racial Magic Spell (MassSuggestion-15) (Limitation: Men Only. -25%), (Limitation: Limited to Suggestions of “Try to Impress Me.”-25 %.) (Limitation: Must sing or speak. -25 %.) [4]. They also have a bird-like form which has thefollowing advantages and disadvantages: Alternate Form [5]; Flight (Limitations: Winged, Cannot Hover,Only in Bird-Form -50 %.) [20]; Peripheral Vision (Limitation: Accessibility. Only in Bird-Form. -25%)

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[7]; Sharp Teeth (Beak) (Limitation: Accessibility. Only in Bird-Form. -25%) [4]; and Appearance (Ugly)(Limitation: Accessibility. Only in Bird-Form. -25%) [-7]. In either form, they have the disadvantages ofBad Temper [-10], Selfish [-5] and Primitive (TL5) [-15].

Werewolf (-64/-84 points): A werewolf is a human (wizard or muggle) who turns into a werewolf when themoon is full. Unlike an animagus A “hereditary” werewolf cannot control his changes and becomes aravening monster with a taste for human flesh.

A werewolf who can keep his problem secret has a disadvantage worth -64 points. A known werewolf willbe treated as a dangerous outsider by wizarding society. If the were poses a threat to society he will behunted down by the Ministry of Magic. Alternatively, a werewolf can register with the appropriate Ministryof Magic office and can try to live as best he can in the midst of human society. In the latter case, the onlyreal alternative is for the werewolf to go into voluntary exile from the rest of humanity during the month andto imprison himself in a sturdily-built, locked room on the nights of his transformation. A known werewolfhas a disadvantage worth -84 points.

Advantages: Shapeshifting (Werewolf) (Limitation: Involuntary changes when exposed to the light of thefull moon, can’t shapeshift otherwise, -75%). [4].

Disadvantages: Berserk (Limitation: Only in Werewolf form, resisted with Will roll, roll once per minute.-75%.) [-4]; Bestial (Limitation: As above. -75%) [-5]; Bloodlust (Limitation: As above. -75%). [-4],Infectious Attack [-5]; Odious Racial Habit (Eats Humans) [-15]; Painful Transformation [-5] andVulnerability x 1 (Silver) [-10].

A “secret” werewolf will have the Secret (Werewolf) [-20] disadvantage.

A known werewolf will have the Social Stigma (Outsider) [-15] and one of either Enemy (WerewolfHunters, Medium Group, 9-) [-20] or Duty (Imprisonment on nights of the full moon, 6-) [-5] and GreatVow (Self-exile from humanity) [-15].

Wizarding Animals

Wizarding animals are unusually large, intelligent, loyal and long-lived. Use the Animal templates fromGURPS Bestiary, but increase IQ by 1-3 points (depending on the type of animal) to a maximum of 8 andremove any levels of Short Lifespan. Add Sense of Duty (Owner) [-5]. Due to their low point cost, low IQand lack of magical ability, even wizarding animals make poor PCs. They do, however, make excellentNPCs and might even count as Allies.

Though they are similar to familiars in many ways, wizarding animals are companions and allies, notfamiliars in the usual sense.

Wizard’s Cat (-29 points): Use the Cat template on p. BE108, but increase IQ by 2 (to 7) [+20]. RemoveShort Lifespan [+50]. Add Silence x 2 [10], and Sense of Duty (Owner) [-5].

Wizard’s Owl (51 points): Owls come in a variety of sizes from tiny screech owls to large eagle owls. Thistemplate describes a moderately large owl such as a barn, eagle, or snowy owl. Unlike normal owls,wizarding owls are comfortable operating during the day. Since they are commonly used to carry messages,they also have magical powers of direction and tracking. Hedwig, Harry Potter’s owl, is a snowy owl andwould use this template.

Attributes: ST -8 [-70]; DX +4 [45]; IQ -3 [-20]; HT +2 [15]; Reduced Hit Points -5 [-25].

Advantages: Acute Hearing +5 [10], Alertness +5 [25]; Attractive [5], Chameleon x 2 (Limitation: NaturalCamouflage, only works in natural outdoor environment. -50%.) [8]; Decreased Life Support [10], EarlyMaturation 3 [15]; Enhanced Move (Flying) x 1-1/2 [15]; Flight (Winged, Cannot Hover) [24]; IncreasedSpeed x ½ [13]; Magic Knack (Pathfinder) [20]; Magical Knack (Seeker) [20]; Magic Knack (AttuneObject) [20] Night Vision [10], Penetrating Call [5]; Parabolic Hearing x 6 [24]; Peripheral Vision [15];Sharp Claws [25], Silence x2 [10]; Teeth (Sharp Beak) [5], Temperature Tolerance x2 (Limitation: Cold

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Only. -50%) [1], Ultrasonic Hearing [5].

Disadvantages: Attentive [-1]; Bestial [-10]; Cannot Swim [0]; Color Blindness [-10], Dull [-1]; Duty (Owlpost, 12-) [-10]; Fragile [-20], Inconvenient Size [-15]; Innumerate [-5]; Jealousy [-10]; Mute [-25]; NoSense of Smell/Taste [-5]; Poor Grip [-5]; Poverty (Dead Broke) [-25]; Presentient [-20]; RestrictedManipulators [-15]; Sense of Duty (Owner) [-5], Sleepy (50%) [-10], Social Stigma (Valuable Property)[-10].

Skills: Camouflage-IQ [4], Survival (Arctic, Forest, Mountains, Plains or Taiga, specialized)-IQ/IQ+5 [4].

Wizard’s Owl (Small) (7 points): As above, but ST -9 [-80]; Reduced Hit Points -7 [-35]. This templatecan be used to represent a small owl such as a screech owl. Ron’s owl Pigwidgeon uses this template.

Wizard’s Parrot (-1 point): Parrots are used by wizards in lands where it is too hot or too obviouslyunnatural to use owls. Use the Parrot template on p. BE111, with the following changes. IQ -2 [+20];Remove Short Lifespan [+10]; Add Magic Knack (Pathfinder) [20]; Magical Knack (Seeker) [20]; MagicKnack (Attune Object) [20]. Add Duty (Owl post, 12-) [-10]; Sense of Duty (Owner) [-5].

Wizard’s Rat (-143 points): This template represents an “ordinary” wizarding rat, large as rats go, but notgigantic.

Attributes: ST -9 [-90]; DX +3 [30]; IQ -3 [-20]; HT +4 [45]; Reduced Hit Points -12 [-60].

Advantages: Acute Taste and Smell +4 [8]; Alertness +4 [20]; Cast Iron Stomach [25]; Chameleon x 2(Limitation: Natural Camouflage, only works in natural outdoor environment. -50%.) [8]; Decreased LifeSupport [10]; Discriminatory Scent [15]; Faz Sense (3-hex range, -20%) [8]; Night Vision [10]; PeripheralVision [15]; Sharp Teeth [5], Silence x 2 [10].

Disadvantages: Bad Grip [-10]; Bestial [-20]; Color Blindness [-10]; Innumerate [-5]; Mute [-25]; NoDepth Perception [-10]; Poverty (Dead Broke) [-25], Presentient [-20]; Reduced Dodge [-15]; Sense ofDuty (Owner) [-5]; Short Arms [-10]; Sleepy (50%) [-10]; Social Stigma (Barbarian) [-15]; UglyAppearance [-10].

Skills: Survival (Plains, Swampland, Urban or Woodlands, specialized)-IQ+2/IQ+8 [8].

Wizard’s Toad (-163 points): Currently toads are “out of fashion” but some old-fashioned or tradition-minded witches and wizards prefer them. This represents a very large (6-8” long) toad.

Attributes: ST -9 [-90]; DX +2 [20]; IQ -4 [-30]; HT +1 [10]; Reduced Hit Points -9 [-45]. -135

Advantages: Alertness +4 [20]; Amphibious [10], Chameleon x 2 (Limitation: Natural Camouflage, onlyworks in natural outdoor environment. -50%.) [8]; Decreased Life Support [10]; Doesn’t Breathe(Limitation: Breathes via osmosis. -50%.) [12], Metabolism Control x 8 (Limitation: Hibernation Only.-50%.) [20] Night Vision [10]; Penetrating Call [5]; Super Jump x 1 [10]; 360-Degree Vision [25]; Silencex 2 [10], Subsonic Hearing [5] 145

Disadvantages: Bestial [-20]; Cold Blooded [-5]; Color Blindness [-10]; Innumerate [-5]; Mute [-25]; NoDepth Perception [-10]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Poverty (Dead Broke)[-25], Presentient [-20]; Sense of Duty (Owner) [-5]; Social Stigma (Barbarian) [-15]; Ugly Appearance[-10]. -175

Skills: Survival (River, Swampland, Plains or Woodlands, specialized)-IQ/IQ+6 [2]. 2

Other Magic Races

Other intelligent races mentioned, but not described in sufficient detail to allow a full racial template,include Dwarves Hags, Ogres, Wood Nymphs and Vampires.

Dwarves: Professor Lockhart uses Dwarves as mock-cherubic singing messengers on Valentines Day. Use

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the appropriate template from GURPS Fantasy Folk, but in the world of Harry Potter, Dwarves might notall have the stereotypical long hair and beard, and they might not be quite as tall as the standard FantasyDwarf. The dwarf described in the Book 2 seemed have the disadvantages of Bad Temper, Odious PersonalHabit (Rude and Violent), and Vow (Complete the job at all costs). Whether all Dwarves share thesedisadvantages is debatable, given that the circumstances in which they are described.

Hags: Hags are presumably extremely ugly (since they must cover their faces to mingle with wizardingsociety) and have the Odious Racial Habit (Eats other sentients, especially Children). Presumably they havethe Sharp Teeth advantage and Magery as well.

Ogres: This race is never described, but they can, apparently, mingle with wizarding society. Use theappropriate template from GURPS Fantasy Folk.

Vampires: This race is never described; they presumably use the vampire template from either GURPSMagic or GURPS Undead.

Wood Nymphs: This race is never described either, they presumably use the appropriate racial templatesfrom either GURPS Spirits or GURPS Greece.

Other Races: Trolls, gnomes and fairies are not fully sentient and can’t interact usefully with the intelligentraces. All of these creatures are described under Magical Beasts. Given the highly magical nature of thewizarding world, the GM is justified in adding any fantastic race from GURPS Fantasy Folk or othersupplement.

Magic Beasts

Nearly two-dozen beasts are mentioned in the novels, and “Fantastic Beasts and Where to Find Them” listsover 70 more. Given that some creatures mentioned in the books are not mentioned in “Fantastic Beasts,”and that new magic beasts are constantly being discovered, the GM should feel free to add any beast fromFantasy Bestiary or similar supplement as he sees fit. GURPS statistics for known magic beasts are givenbelow. General descriptions of magic beasts that appear in “Fantastic Beasts” are not given here. Buy thebook instead - it’s cheap and the money goes to charity.

Wizards classify any creature as a “beast” if it is incapable of understanding and following wizarding laws,regardless of its intelligence. In GURPS terms, this means any creature with the Bestial disadvantage.

The Ministry of Magic rates beasts on a scale of one to five X’s, with one “X” meaning that the beast is“boring” and “XXXXX” meaning that the beast is extremely dangerous, cannot be domesticated and shouldbe avoided at all costs. The MoM also regulates trade in certain beasts, as well as the trade in the eggs ofdangerous creatures and the body parts of rare or endangered creatures. Dangerous creatures or their eggs(generally, anything with a rating of XXXX or greater) are generally classed as “Class A Non-TradableGoods,” meaning that their possession, sale or importation is banned by the MoM and there are severepenalties for violating the law. Body parts from rare or threatened animals, or dangerous materials areconsidered “Class B Tradable Goods,” meaning that their possession, sale or importation is strictlyregulated by the MoM. There are penalties for smuggling Class B goods, but it is possible to get them forlegitimate purposes if one can tolerate the MoM bureaucracy.

The MoM has also imposed bans on the breeding of dangerous creatures. A ban on Dragon Breeding waspassed by the Warlocks Convention of 1709 and a law against breeding new magical hybrid creatures waspassed in 1965.

AcromantulaST: 12-40 Move/Dodge: 4-12/7 Size: 3-7 hexesDX: 12-15 PD/DR: 2/4 Weight: 50-700 lbs.IQ: 7-9 Damage: 1d-2 to 1d* thr/cut Origin: F (Harry Potter)HT: 14/6-35 Reach: C, 1 Habitat: F, JFright Check: 0

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*add 1d damage from Type A venom.

The Acromantula is a fast-breeding, intelligent, communal species of nocturnal giant spider native toIndonesia. The largest specimens can reach 7 hexes in width and 700 lbs. in weight, although youngerindividuals are much smaller. While they have near-human intelligence, they do not use tools and theirsocial organization seems to be instinctive, so they have the Bestial disadvantage. Acromantulas are mostlydriven by hunger, while they might respect and trust a few rare humans; they generally consider humans tobe just another meal. Acromantulas have been classified as dangerous beasts by the MoM.

Acromantulas spin dome-shaped webs, mostly for shelter from the elements rather than to capture prey.When hunting, the leap on their prey, grappling it with their two prehensile front legs before delivering theirvenomous bite. If the wish to capture a victim, they grapple but do not bite.

Because they prefer dark forest or jungle environments, Acromantulas are nocturnal and dislike intenselight. Acromantulas exposed to sudden, bright light must roll vs. IQ or be Mentally Stunned. Those that arestunned must also make a Fright Check.

Ashwinder: This is a magical snake produced by magical fire. Treat it as a normal snake (use the statisticsfor the rattlesnake on p. B143, but without the venom), but its eggs are red hot and can set fire to flammablematerials they touch. Its eggs can be frozen using any spell that produces extreme cold or ice, preventingthem from doing damage. Frozen ashwinder eggs are used in love potions or, if eaten whole, can curecertain diseases.

Augury: This is a skinny greenish-black bird that inhabits the British Isles. Its mournful cry was taken as adeath portent; any superstitious, magically-aware person hearing the noise must make a Fright check. Inreality, it just cries when it is going to rain. An augury can accurately predict rain (or other wet weather) upto 12 hours in advance. Use the statistics for the Falcon on p. B142.

Banshee: Banshees are described as skeletal female figures with a green-tinged face and waist length blackhair. Their scream is unearthly has presumably has frightening, stunning or even killing effects. Use thestatistics found in GURPS Horror, 2nd edition, p. 41.

Basilisk, Harry PotterST: 15-75 Move/Dodge: 6/6 Size: 17 hexesDX: 15 PD/DR: 2/3 Weight: 5,000 lbs.IQ: 10 Damage: 1d cut* Origin: MLHT: 15/30 Reach: C Habitat: AnyFright Check: -2

*Basilisks also have Venom Type A that does 1d points of damage per minute.

The basilisk is a powerful magic creature produced by Dark Magic. It resembles a huge bright green snakewith large glowing yellow eyes. Males have a bright red crest. The largest specimens are up to 50’ long andcan live for up to 900 years. Basilisks are extremely powerful, deadly beasts; not only do they have viciousfangs that inject a lethal poison, their gaze is also deadly.

When anyone within 20 yards of a basilisk looks at it, they must roll vs. HT-6 to avoid immediate death.Creatures that are farther away might also have to roll if they catch the basilisk’s gaze, but they need onlyroll vs. HT to avoid dying. Creatures who see the basilisk’s gaze indirectly (e.g., reflected in a mirror or in apool of water, through a camera lens or through a semi-opaque object) are not killed, but are insteadpermanently paralyzed, as if someone cast the Flesh to Stone spell on them. Normal magic or counterspellswill not cure this paralysis, only the Mandrake Restorative Draught (see Potions) will do.

Characters can try to avoid the basilisk’s gaze by closing their eyes. If there is any doubt as to whether acharacter closes his eyes in time, roll a contest of DX between the basilisk and the character. Ties go to thedefender. Characters who try to fight or flee from a basilisk while blind move at half speed and are at -10 tohit with melee weapons.

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The basilisk’s gaze can be defeated if both of its eyes are blinded. Its eyes can be targeted at -3 to -1depending on the size of the beast, but the attacker must somehow avoid the monster’s gaze. Characterswho meet the gaze of a one-eyed basilisk must roll vs. HT-2 or HT+4 to avoid its effects.

Basilisks are extremely dangerous, even to their creators. All Animal Handling (Magic) skill rolls are at -4to deal with a basilisk. Parseltongues (mages who can speak with serpents) have an easier time of it; theyroll vs. their normal skill and get a +2 bonus because they can communicate with the serpent directly.

Bat, Blood-Sucking Vampire: Use the statistics for either the bat Swarm or Horde from p. BE8 or p.BE42.

Billywig: This magical insect is native to Australia. Its sting causes levitation, as if the victim had cast thatspell on himself. However, the subject must roll vs. HT every time he is stung. On a failure by 4 or more,the spell lasts for 1d days! On a critical failure, the spell lasts permanently, until it is canceled by theappropriate potion or counterspell.

Blast-Ended SkrewtsST: 5-25 Move/Dodge: 3 or 6*/5 Size: 1-2DX: 9 PD/DR: 1-3/1-5 Weight: 5-500 lbs.IQ: 3 Damage: 1d-4 to 1d+2 thr/cut** Origin: F (Harry Potter)HT: 12/3-20 Reach: C, 1 Habitat: AnyFright Check: 0

* The second number is the fire-assisted blast.

** Males also have Venom Type A. Females may automatically do 1 point of damage each turn after asuccessful hit.

These are experimental magical beasts that Hagrid bred at the beginning of Book 4, presumably for use inthe Triwizard tournament, but more likely as an illegal experiment. They are a magic fire crab-manticorehybrid.

When they are young they look like deformed, headless, shell-less lobsters, pale and slimy-looking withlegs sticking out in odd places and smell like rotten fish. The males have scorpion like stingers, the femaleshave blood-sucking suckers on their bellies. They grow at a fantastic rate, reaching full maturity within afew months. When they are mature, they are 6’ long with thick, grayish, shiny armor and look like a crossbetween a scorpion and an elongated crab.

Very Young skrewts have ST: 5, HP: 3, PD: 1, DR: 1 and do 1d-4 thrust/cutting damage at C range. HTrolls to resist the venom are at +2.

Immature skrewts have ST: 6-20, HP: 4-12, PD: 2, DR 2-4 and do anywhere from 1d-3 to 1d+1 damage.HT rolls to resist the venom are at +1.

Mature skrewts have ST: 20-25, HP: 13-20, PD: 3, DR: 5 and do 1d+2 damage.

While they are not particularly vicious towards humans, they are cannibalistic and their very nature makesthem dangerous, especially as they are mature. Skrewts move by crawling, but when threatened or angered,they can blast themselves several yards forward by shooting fire from their rear ends. This does 1d-4 firedamage to anyone in the rear hex of a young skrewt or 1d-1 fire damage to anyone in the rear hex of amature skrewt.

A skrewt’s PD and DR is reduced on its belly. If an attacker can target the skrewt’s underbelly, reduce theskrewt’s PD by 1 and halve its DR.

Blood Sucking Bugbear - Insufficient description for a full write-up. It apparently will kill chickens.

Boggart

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ST: 5 Move/Dodge: 4/5 Size: 1DX: 10 PD/DR: 0/0 Weight: 0 lbs.IQ: 7 Damage: Special Origin: ML (UK)HT: 10 Reach: 1 Habitat: AnyFright Check: Special

Boggarts are magic spirits that haunt dark, lonely places, from isolated moors to closets. They are timidbeasts, but their method of self-protection make them dangerous because they have the power to instantlysense the thing that the observer is most afraid of. When a boggart encounters something it considers to be athreat, quickly reads the mind nearest to it and takes the form of whatever it will thinks will frighten theviewer the most. It can also project simple mental messages into the viewer’s head and make the viewerrecall details of a terrifying scene from his past.

In game terms, this means that the viewer must make a Fright Check based on the scariest, most traumaticexperience of his life. For people who have lived relatively sheltered lives, the Boggart plays on theirfearful fantasies and social anxieties, forcing them to roll the Fright Check at -2 to -4. For example, abullied child might see the boggart in the form of his tormentor, giving him -4 to Fright Check rolls.

People who have experienced real trauma and terror have a much harder time dealing with boggarts. Theymust relive the worst experience of their life - either the most severe Fright Check they ever had to take orthe greatest tragedy they have ever experienced. This forces them to roll their Fright Check at -5 to -10. Forexample, a boy who saw his parents murdered before his eyes would roll his Fright Check at -10.

While the boggart’s power is physically harmless, the fear it engenders can make the viewer harm himselfand the shock might even kill him. Presumably, the boggart somehow feeds on fear and/or the victim’sfleeing life energy.

Because it is insubstantial, a boggart cannot be harmed with normal weapons or spells that rely on physicaleffects. Instead, the simplest way to deal with a boggart is to resist its fear attack. Since the best antidote tofear is usually laughter, spells that make the boggart look ridiculous give the viewer a +4 bonus to FrightChecks! If there are multiple observers, the presence of so many minds can also confuse the boggart, sopenalties to the observer’s Fright Check are reduced by 1 for each additional person within 3 hexes of heboggart.

If the subject makes his Fright Check, the Boggart must roll vs. IQ or be mentally stunned for 1d turns.While stunned, it might change shape randomly or assume an incongruous shape. During this time it isextremely vulnerable to being “disbelieved;” any spell that cancels fear or causes laughter cast on theboggart while it is stunned forces it to roll vs. HT to avoid bursting into a thousand pieces.

BowtruckleST: 1-2 Move/Dodge: 2/8 Size: ¼ hexDX: 12 PD/DR: 0/0 Weight: 1 lb.IQ: 6 Damage: 1d-4 thr/crushing Origin: F (Harry Potter)HT: 12/2 Reach: C Habitat: FFright Check: No

This is a shy insectivorous European tree guardian. It looks like a clump of twigs with two brown eyes.When its tree is threatened by a woodcutter or tree surgeon, it will attack, clawing at the target’s eyes withits claws. A magically-unaware person might assume that he just got a stick in his eye from a piece offalling debris. Bowtruckle-inhabited trees are preferred sources of wood for wands. A successful roll vs.Naturalist (Magic) will allow a wizard to distract a bowtruckle long enough to magically cut a tree branch.

BundimunST: 1-10 Move/Dodge: 2/5 Size: ¼ hexDX: 10 PD/DR: 0/0 Weight: 1 lb.IQ: 3 Damage: Special Origin: F (Harry Potter)HT: 12/5-15 Reach: C Habitat: Houses

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Fright Check: No

A bundimun looks like a patch of fungus supported by numerous tiny legs. It creeps into houses and fillsthem with the stench of decay (as if the Perfume spell had been cast on the area) while eating away at thefoundations. Every week a bundimun is allowed to feed undisturbed, it removes points of DR or HP equalto its ST from inanimate objects such as wood or stone. The more it eats, the larger it grows. They have noeffect on living creatures.

Bundimuns can be killed by casting spells such as Clean or Sterilize on them. A Clean spell (or somethingsimilar) will do 1d damage. A Sterilize spell will do double normal damage.

Chimera: Use the statistics from p. FB18.

Chizpurfles: These magical insect infests magic items and electronic devices, causing them to malfunction.They also infest the fur or feathers of magical creatures. Every week that a Chizpurfle infestation is allowedto go unchecked, reduce the item’s basic HT by 1. When HT is reduced by half, the item loses HP instead.When the item’s HP is reduced to 0, it is ruined.

For every 10 HP of magic items a chizpurfle swarm eats, they gain 1 level of Magic Resistance, to amaximum of 10 levels. Every day that they do not get something magical to eat, however, they lose a levelof resistance until they are back at their normal HT.

Chizpurfles can be removed with the Cleaning or Sterilize spell. These spells kill the chizpurflesautomatically if they fail a resistance roll vs. HT 9, plus any levels of Magic Resistance.

Clabbert: This is a magic creature native to the Southern U.S. that resembles a cross between a frog and amonkey. It has a brightly glowing pustule in the middle of its head that gives light equivalent to thatproduced by the first level of the Light spell which flashes when the Clabbert senses danger. Wizards keepclabberts as pets or guard animals. Use the statistics for the Chimpanzee from p. B141.

Crup: A crup looks like a Jack Russell Terrier, but with a forked tail. It can eat any organic material - fromrubber to gnomes. It reacts at +2 to wizards and -4 towards muggles. Use the Dog statistics from p. B142,but with ST and HP at the low end of the scale. They can be domesticated, but wizards need a speciallicense and need to pass a test to show that they can handle a Crup in muggle-inhabited areas.

DementorsST: 15 Move/Dodge: 5/6 Size: 1DX: 11 PD/DR: 1/3 Weight: 0 lbs.IQ: 8 Damage: Special Origin: F (Harry Potter)HT: 12/20 Reach: C, 1 Habitat: AnyFright Check: Special

A Dementor is a spirit that creates and feeds on despair and misery. They infest the darkest, filthiest places,glory in decay and despair and drain peace, hope and happiness out of the air around them. They loveprisons, insane asylums and other places where people are trapped and miserable. Dementors can sensehuman emotions and are instinctively drawn to any group of people who are experiencing strong feelings.

To people who are not magically-aware, dementors are invisible, though muggles can feel the presence of adementor in the form of fear, frustration and depression. Mages can see the dementor for what it is - a tall(8-9’) wraith- like creature clad in a dirty black cloak that hides its face and most of its body. The onlyvisible part of the dementor is its hands, which are glistening, grayish, scabbed and slimy-looking. Theykeep their heads hidden except to feed (see below), but their breath is audible as a fearful deep, rattling.

While dementors are somewhat corporeal, they are mostly intangible spirits. Physical attacks and spells thatrely on physical effects will not affect dementors, although they can be defeated in spirit combat. Adementor’s normal attack is a powerful Fright Check. It can either produce a depressing, soul-deadeningchill in those who see it, forcing the to make a Fright Check at -4, or it can make the subject vividly recallthe most fearful or painful event of their life - either the most severe Fright Check they ever had to take or

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the greatest tragedy they have ever experienced. This forces them to roll their Fright Check at -5 to -10. Forexample, a man imprisoned for a crime of passion he immediately regretted might have to make a FrightCheck at -10. If the victim fails his Fright Check, he might acquire quirks and disadvantages associated withanger, despair, frustration or grief. Disadvantages such as Chronic Depression, Bad Temper, Cowardice orGuilt Complex are all appropriate disadvantages.

If a victim is immobilized or rendered unconscious by a failed Fright Check, a dementor will attempt to usethe feared power of the Dementor’s Kiss to suck out the victim’s soul. The kiss requires the dementor tothrow back its hood (forcing observers to make another Fright Check) and press its scabbed, lipless mouthagainst the mouth of its victim. On the turn it begins the kiss, and each turn thereafter, the dementor sucks 1point of Will from the victim. Levels of Strong Will go first, followed by levels of IQ. When the victim’s IQis reduced to zero, the dementor frees the victim, who is now a soulless, mindless creature. He is physicallyalive, but he has no memories, no personality, no emotions and no ability to learn. He is permanentlyreduced to a mindless, soulless shell, essentially a living zombie.

The only truly effective defense against a dementor is some sort of spirit combat, and the most effectivespirit for fighting dementors is a Patronus (q.v.). Dementors who face a Patronus must make a Fright Checkat -10. If they fail, they must flee from the patronus, not returning to the area for at least an hour.

Demiguise: This is a peaceful, gray ape-like creature which can make itself invisible at will. Use the Gorillastatistics from p. B141. Its fur is used to make invisibility cloaks.

Diricawl: This is a magical version of the Dodo (p. BE12) with the ability to Teleport away from danger.

DoxyST: 1 Move/Dodge:2/7 Size: 1/8 hexDX: 12 PD/DR: 1/0 Weight: ½ lb.IQ: 3 Damage: 1d-4* thr/crushing Origin: F (Harry Potter)HT: 10/2 Reach: C Habitat: F, PFright Check: No

* Also produces Type A venom that does 1d-3 damage per day.

This beast resembles a tiny, 4-legged, 4-armed, black furred fairy with beetle-like wings. It has sharp teethand venomous bite. It inhabits forests and meadows throughout Europe and America.

Dragon: Dragons in the world of Harry Potter are very similar to the standard fantasy firedrake describedon p. FB83, but there are some differences.

The most important difference is that young dragons grow extremely quickly, reaching maturity in just afew years. They are also less intelligent than standard fantasy dragons, with a maximum of IQ 8. Finally,dragons cannot be domesticated or tamed - no matter what Hagrid thinks!

Fighting Dragons: Dragons have two weak points. First, a dragon’s eyes are not armored (although they doget the PD of the surrounding scales) so a well-placed weapon or spell can easily blind it. Second, adragon’s belly isn’t as well armored as the rest of it. Reduce PD by 1 and DR by 25% on a dragon’s belly.

There are ten different dragon subspecies, each with its own range and habitat preferences.

Antipodean Opaleye: Native to New Zealand, but with some migration to Australia. It is the most beautifulform of dragon with pearly scales, iridescent pupil-less eyes and vivid red flames. Its preferred prey issheep. It is not particularly aggressive; +1 to skill and reaction rolls.

Chinese Fireball: Native to China and the Far-East, it looks like a mythological Chinese dragon, but withbright red scales and can reach weights of up to 5,000 and 10,000 lbs. It is less territorial than otherdragons; up to 3 Fireballs will share the same territory. Unfortunately, one of its favorite foods is humans;-1 to skill and reaction rolls when dealing with a Fireball.

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Common Welsh Green: This is a bright green dragon native to Wales. Its coloration helps it blend in withthe terrain, giving observers -2 to see it against a background of well-watered grass or forest. It prefers toeat sheep and avoids humans unless provoked. Skills and reaction rolls are at +2 when dealing with a WelshGreen.

Hebridean Black: This breed of dragon is native to the Scottish Highlands. It feeds on deer and cattle andis highly territorial. There are no penalties or bonuses to reactions or skill rolls when dealing with aHebridean Black, but it reacts at -1 to other dragons.

Hungarian Horntail: This breed of dragon is the most dangerous and aggressive of all the dragons; -2 toall reaction and skill rolls. It is black with sharp spikes on its tail. Treat any hit from the dragon’s tail asdoing sw/cutting damage. It can also breathe fire up to 17 hexes distance. It feeds on goats, sheep andhumans.

Norwegian Ridgeback: This breed of dragon is rare and aggressive towards other dragons. It is identical tothe Hungarian Horntail in most respects, except that it will eat any large creature - whether on land or sea.There are no penalties or bonuses to deal with this sort of dragon, but it reacts to other dragons at -2. BabyNorbert was a Norwegian Ridgeback.

Peruvian Vipertooth: Native to South America, this is the smallest (only 15’ long) and fastest of all thedragons. In its mature state, use the Sub-Adult dragon statistics, but increase Move by 25% and DX by +1.It is copper-colored with a black ridge along its back. It is highly aggressive and enjoys eating people; skilland reaction rolls are at -3.

Romanian Longhorn: This breed of dragon is native to South-Eastern Europe. It has dark green scales andlong, golden horns. In combat, it first attempts to gore its victim before roasting it. The horns doThr/Impaling damage based on ST. On the turn after the dragon gores its target, it will toss the victim 3dyards into the air (the victim takes normal damage from the ensuing fall). Finally, it will breathe fire on theremains. Since the Longhorn’s horns are a highly desirable magical commodity, this dragon enjoysprotected status. There are no penalties or bonuses to deal this sort of dragon.

Swedish Short-Snout: This breed of dragon has a silvery-gray skin and shoots a brilliant blue flame whichis extremely hot - double the damage from a successful hit. Its hide is used to make protective gloves, bootsand other leather goods.

Ukrainian Ironbelly: This is the largest breed of dragon, weighing up to 15,000 lbs. It is slower than otherdragons - reduce Move by 10%, but increase ST by 25%. It is metallic gray with long, vicious talons -increase claw damage by +1.

DugbogST: 5-7 Move/Dodge: 3/6 Size: 1DX: 10 PD/DR: 1/1 Weight: 30 lbs.IQ: 3 Damage: 1d-2 thr/cutting Origin: F (Harry Potter)HT: 12/6 Reach: C Habitat: SFright Check: No

This beast resembles a mobile log. It inhabits swamps and feeds on small creature and mandrakes. Ifstartled or attacked, it attacks with its sharp teeth, aiming at the target’s legs and feet.

EaklingST: 6-7 Move/Dodge: 2/7 Size: ¼ hexDX: 11 PD/DR: 0/0 Weight: 5 lb.IQ: 5 Damage: 1d-3* thr/cutting Origin: F (Harry Potter)HT: 12/4 Reach: C Habitat: F, MFright Check: No

This is a type of carnivorous fairy found in Central Europe. It looks like a small man with a pointed faceand its preferred food is human children. Its laugh acts as a Charm spell on human children. Kids who fail

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their resistance roll will follow the Eakling to a secluded place where it can attack.

Erupment: This is a large, African rhinoceros-like beast with a powerful magical attack. Use the statisticsfor the Rhinoceros on p. BE29, but with the following changes: The horn on its nose magically ignores anyPD or DR the target might have and injects a powerful explosive solution. On the next turn, the victim takes2d explosive damage, multiplied by 5 for an internal explosion!

FairyST: 1 Move/Dodge: 2/7 Size: 1/8 hexDX: 12 PD/DR: 1/0 Weight: ½ lb.IQ: 3 Damage: 1d-4 thr/crushing Origin: MLHT: 10/2 Reach: C Habitat: FFright Check: No

Fairies are small, quarrelsome, vain, semi-intelligent woodland creatures. They have the power to use magicto camouflage themselves or to produce faint, decorative lights.

Fire-CrabsST: 4-40 Move/Dodge: 12/6# Size: 1-2 hexesDX: 12# PD/DR: 3/8 Weight: 20-1,500 lbs.IQ: 3 Damage: 1d-4 to 1d+1 cut Origin: F (Harry Potter)HT: 12/4-40 Reach: C Habitat: Beach, SWFright Check: No

Despite the name, these beasts actually resemble large jewel-shelled turtles. They are native to the beachesof Fiji. They are generally inoffensive and are clumsy on land. The statistics above reflect their speed in thewater. On land, they have DX: 7, Move/Dodge 2/3, but they can rapidly shoot away from foes by shooting ablast of flame from their rear ends. This does 1d-4 to 1d-1 flame damage to anyone in the crab’s rear hexes,based on the crab’s size and shoots the crab 2d hexes away. If the crab can’t blast itself away from anattacker, it can pinch with its claws.

Fire crabs shells are sought after as cauldrons, so fire-crabs are protected in their own nature sanctuary.

Flesh-Eating Slugs - These creatures are mentioned several times but never described. Assume that thelook like slugs but are similar to Leeches (p. BE19) in their feeding habits and the amount of damage theydo. Presumably, given enough time, a horde of flesh-eating leeches could seriously injure or even kill aperson. They can be repelled with Flesh-Eating Slug Repellent, but the ingredients are sufficiently unsavorythat a trip to Knockturn Ally (or similar place) is required to get it.

FlobberwormST: 1 Move/Dodge: 1/0 Size: 1/8 hexDX: 7 PD/DR: 0/0 Weight: ½ lb.IQ: 1 Damage: N/a Origin: F (Harry Potter)HT: 10/1 Reach: C Habitat: FW, SFright Check: No

Flobberworms are brownish ditch-dwelling, two-headed worms. They like lettuce, although they will die ifthey get too much of it. They are mostly notable for being incredibly boring to study.

Fluffy (Giant Three-Headed Dog)ST: 35 Move/Dodge: 7/5 Size: 6 hexesDX: 10 PD/DR: 1/2 Weight: 1 tonIQ: 5 Damage: 2d-2 x 3 Origin: F (Harry Potter)HT: 12/25 Reach: C, 1 Habitat: AnyFright Check: 0

“Fluffy” is a huge, rare three-headed dog raised by Hagrid and used as a treasure guardian in Book 1. After

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his services were no longer needed, he was released into the forbidden forest, where he still, presumably,roams. Whether he is the unique product of an experiment in magical breeding or a member of a rarespecies of giant canine is up to the GM.

He looks like a horse-sized (possibly larger) three-headed wolfhound or mastiff with three heads. One headis placed where a dog’s head would normally be, the other two heads sprout from the base of his neck andface slightly to the left and right, respectively. In combat, Fluffy’s central head can attack targets directly infront of it. The left head can attack targets to the front, left front or to the left side hexes. The right head cantarget victims to the front or right front or left side hexes. Two heads can’t combine to attack a singlevictim, nor can they “cross” each other to attack targets on the far side of an adjacent head.

Spells cast on Fluffy’s body affect him normally, but he gets three separate resistance rolls against spellsthat affect his senses, IQ or Will. Likewise, damage or stunning to one head does not affect the others. If hetakes damage equal to 1/3 HP to one head, he must roll vs. HT to avoid having that head die. A dead headremoves one of his bite attacks, lowers his level of Alertness by 1 and adds 200 lbs. of encumbrance in theform of (literally) dead weight. If his left or right head is killed, he cannot attack to side hexes on that side.

In addition to normal canine senses (Discriminatory Scent, Ultrasonic Hearing), Fluffy’s two extra headsgive him much more acute senses than normal. Treat this as five levels of the Alertness advantage.

In spite of his formidable defenses Fluffy has two important weaknesses. First, he spends much of his timesleeping, assume that he will be asleep 2/3 of the time (1-4 on 1d). Unless intruders are noisy or otherwisecareless, it will take Fluffy 1d turns to sense their presence and react. If attacked, of course, he will wake upand react on the next turn. Stealthy characters (especially those protected by invisibility) can attempt to wina Contest of skills between their Stealth skill and Fluffy’s IQ + Alertness.

Fluffy’s greatest weakness, however, is that he can be lulled to sleep by music. Every turn that someoneplays a musical instrument (even at default level), Fluffy must roll vs. IQ to start to nod off, falling fastasleep in 3d seconds as long as he has not been previously attacked or roused to action.

In combat, Fluffy will behave like a normal dog, barking furiously before lunging to attack the nearestopponent. He will chase fleeing characters, but will not vigorously pursue characters who quickly leave histerritory. Presumably, if there were a whole pack of “Fluffies” they would use wolf pack tactics, albeit on amassive, truly frightening scale.

Ford AngliaST: 50 Move/Dodge: 120/5 Size: 6 hexesDX: 9 PD/DR: 3/5 Weight: 1,600 lbs.IQ: 5 Damage: Collision + 1d+1 Origin: F (Harry Potter)HT: 10/100 Reach: C Habitat: AnyFright Check: 0

Arthur Weasley purchased this turquoise automobile with the stated intention of taking it apart to see how itworked. In fact, he took it apart and enchanted it so it could fly. He also added numerous other magicalenchantments, including extradimensional space in the passenger compartment and the trunk and aninvisibility generator (activated by pressing a silver button on the dash). Perhaps inadvertently, he also gavethe vehicle some measure of sentience and “automobility.”

Fred and George “borrowed” the car to rescue Harry at the beginning of Book 2. Later, Harry and Ron stolethe car to fly to Hogwarts. Unfortunately, the strain of the long trip proved too much for the invisibility andflight enchantments. First the invisibility charm failed, allowing Muggles to see the car as it flew towardsScotland. Then the flight charm failed, forcing Ron and Harry to crash into the Whomping Willow. Theyescaped, only to have the car eject them and their belongings before trundling off into the Forbidden Forest.Later in the book, it reappeared to save Ron and Harry before vanishing again.

Its personality is perhaps something like that of a pet pony - appreciative of what people can do for it andessentially friendly, but ornery if pushed too far.

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Listed speed is its maximum road or flight speed. In practice, given the rough terrain in the ForbiddenForest and its poor state of repair, it probably won’t move at any rate faster than a brisk walking pace exceptin emergencies. If it retains the ability to fly, it doesn’t demonstrate it in its subsequent appearances. If itencounters humans in the forbidden forest, it is likely to be friendly - perhaps rescuing them from danger orgiving them a lift.

In combat, the Anglia flashes its lights and honks its horn before colliding with its target, hoping to scareopponents off before the impact. If it overruns its target in the collision, its tires do 1d+1 “trampling”damage. Given the collision avoidance spells on it, it prefers to collide only as a last resort and then onlywith creatures or objects which won’t damage its body too much. It takes 125 points of damage tocompletely destroy it, although it can be “crippled” if one of its tires takes at least 20 points of damage. ItsHP score might have originally been higher, but it was damaged by the collision with the WhompingWillow and presumably has suffered further wear and tear while wandering.

Conventional GURPS Vehicles statistics for the Anglia are pointless, given the numerous enchantments onit. Assume, if it is willing to cooperate, that the car can hold up to 2 tons of passengers and equipment, andthat it can accelerate at 2 yards per second or brake at 4 yards per second. It presumably also has anti-collision spells on it, reducing the amount of damage that passengers take in a collision.

Note: The Ford Anglia was a Ford Motors product built the UK in the late 1950s to suit British tastes. Theresulting vehicle was small, light, underpowered and dumpy-looking by contemporary U.S. standards, butsold well because it was inexpensive, fairly reliable and reasonably fuel-efficient. Ford Anglias, along withFord Prefects, were a common sight along British roadways in the 1960s and 70s, but are now comicallyobsolete. A U.S. equivalent might be something like a Dodge Dart or a Ford Pinto. Presumably, by the timeArthur Weasley got it, this particular Ford Anglia was destined for the junk yard.

Fwooper: This is a brightly-colored African bird whose song will eventually drive those who listen to it tomadness. Use the statistics for the Falcon on p. B142, but after each week of listening to the fwooper’scalls, listeners must roll vs. Will or suffer from the effects of the Madness spell until they are removed fromthe sound of fwooper calls for at least two weeks. Fwoopers sold in the UK must have a Silencing charmplaced on them.

Giant Squid: Use the statistics for the Giant Squid found on p. BE33 but with several differences. Thegiant squid found in the Hogwarts School lake is adapted to survive in shallow, fresh water and appears tobe able to survive on vegetation and carbohydrates in addition to fish and other aquatic beasts. It also seemsto be more intelligent than normal giant squid (IQ 7-8) and is much less shy when dealing with humans.Most importantly, it seems to be favorably disposed towards humans, for example pushing humans who fallinto the lack back to shore rather than pulling them down to drown.

GhoulST: 12-20 Move/Dodge: 5/5 Size: 1 hexDX: 9-11 PD/DR: 2/3 Weight: 200-400 lbs.IQ: 3-5 Damage: 1d-2 cutting Origin: MLHT: 12/16-20 Reach: C, 1 Habitat: Attics, BarnsFright Check: 0

Unlike ghouls in other settings, Ghouls in the world of Harry Potter are harmless. They look like ugly,buck-toothed, black-skinned ogres. They are nocturnal hunters who eat spiders and moths. Ghouls have thehabit of moaning loudly and occasionally throwing loose objects about. This can be startling, but isgenerally harmless. Many wizards come to think of a resident ghoul as a sort of a pet.

Chameleon Ghouls: This sort of ghoul is identical to the standard ghoul, but it can morph itself into theshape of a common household item, making it harder to find.

Grumbumble: This is a grey-furred insect that produces sweet treacle that induces melancholy. While thetreacle is useful in countering hysteria, it can give regular users the Chronic Depression disadvantage.

Gnome, Harry Potter

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ST: 2 Move/Dodge: 2/6 Size: 1/8 hexDX: 10 PD/DR: 0/0 Weight: 1 lb.IQ: 3 Damage: 1d-4 thr/crushing Origin: F (Harry Potter)HT: 10/2 Reach: C Habitat: F, P, GardensFright Check: No

Gnomes are a common magical garden beast found throughout the Northern Hemisphere. They look like 1’tall, brown, leathery-skinned humanoids with large potato-shaped heads, horny feet and razor-sharp (butsmall) teeth. They live in holes in gardens and feed on plants (especially Horklumps). They are consideredpests because they eat the rooms of garden plants, they make holes in gardens and they draw attention fromMuggles.

The most humane way to “de-gnome” a garden is to grab the gnome by its feet, swing it until it is dizzy andthen hurl it over the garden wall. Fortunately, the this action draws other curious gnomes out of hiding,making them easier to catch (+4 to catch them). Wizard children treat gnome tossing as a sort of a game,although they consider de-gnoming the garden to be an onerous chore. Gnomes are the natural prey ofJarveys and Crups (q.v.).

GraphornST: 200 Move/Dodge: 6/5 Size: 8 hexesDX: 10 PD/DR: 4/10 Weight: 8,000 lb.IQ: 4 Damage: 1d+2 thr/impaling Origin: F (Harry Potter)HT: 15/40 Reach: C, 1 Habitat: MFright Check: No

A graphorn is a four-legged beast with a grayish-purple coat and a humped back. It has two long-sharphorns that it uses to attack. On the first turn, it will impale its target. On the next turn, it will toss the victim2d hexes into the air, so that the victim suffers falling damage. On the third turn, it will trample the remains.

Graphorns are extremely aggressive and hard to control. Reaction and skill rolls are at -3. Graphorns can betamed, but they are always too vicious to be reliable, reaction and skill rolls are always at -1, even for atamed beast. Magic doesn’t work very well either. A graphorn has 10 levels of Magic Resistance.

Griffin: Use the statistics found on either p. B145 or p. FB128.

Grims: These are large, black dogs associated with powerful death omens. Whether they have the power tokill those who see them or to cause death by fright is up to the GM. A good treatment of Grims and similarbeasts is found in Roleplayer #30.http://www.sjgames.com/gurps/Roleplayer/Roleplayer30/GhostDogs.html

GrindylowST: 6* Move/Dodge: 6/7 Size: ½ hexDX: 11 PD/DR: 1/1 Weight: 15 lbs.IQ: 5 Damage: 1d-3* thr/crushing Origin: MLHT: 12/6 Reach: C Habitat: FWFright Check: No

*ST15 for grasping.

The grindylow is an aquatic “demon” that looks like a horned humanoid with pale green skin. It lives inlakes throughout the British Isles. It mostly feeds on fish, but it will also try to drown swimmers. It does soby grabbing them with its long-fingered hands. While the grindylow itself is weak, its gripping strength isvery strong.

The trick to breaking the grindylow’s grasp is either to use magic or force (any damage will make it releaseits grip) or to break off the grindylow’s fingers one by one. Treat this as a contest of the attacker’s ST vs.the grindylow’s basic ST. If the attacker wins the contest, he breaks off one of the grindylow’s fingers,reducing its effective gripping ST by 2. When four of the grindylow’s fingers have been removed, it cannot

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grasp effectively and will flee. The fingers regenerate in 2d weeks.

It will also reflexively flinch from hot water or fire, releasing its grip. Spells such as Flame Jet (or theiraquatic equivalents) are extremely effective in dealing with Grindylows.

HinkypunkST: 3-7 Move/Dodge: 5/6 Size: 1 hexDX: 9-11 PD/DR: 2/0 Weight: 0 lbs.IQ: 3-5 Damage: N/a Origin: ML (English)HT: 12/9 Reach: N/a Habitat: SFright Check: 0

Hinkypunks are smoke-like one-legged spirits that feed on the life energy of struggling or dying creatures.A hinkypunk looks like a wisp of animate mist or smoke, giving observers -3 to see it. At night or in foggyconditions, it can create a lantern-like like using an innate version of the Create Light spell. He floats overdangerous areas of bogs or near cliffs hoping to lures travelers to their doom. When it senses a livingcreature, it makes its light appear to be a lantern and hops just ahead of the traveler until he falls into thebog. Then, the hinkypunk somehow feeds on the victim’s energy and panic as he struggles to free himself.

The best way to avoid a hinkypunk is to ignore them. Spells such as Reveal Hidden, Sense Spirits or SenseFoes will show a hinkypunk for what it is.

Hippocampus: Use the statistics for the Horse Makara on p. FB43.

Hippogriff: Use the statistics found on p. FB30, with a few differences. Hippogriffs have IQ 5 and areproud. Though they are not particularly intelligent, they can determine if someone is untrustworthy, cruel ordisrespectful on a roll of 12 or less. In this case, they react to that person at -4 and might attack. They foragefor worms and ground-dwelling insects, but will also eat birds and small mammals. They lay one egg whichhatches in 24 hours. The baby hippogriff is able to fly within the week.

HorklumpST: 1 Move/Dodge: 0/0 Size: 1/8 hexDX: 0 PD/DR: 0/0 Weight: ½ lb.IQ: 1 Damage: N/a Origin: F (Harry Potter)HT: 10/1 Reach: C Habitat: F, Meadows, GardensFright Check: No

This is a sessile, mushroom like creature that infests gardens. It is a favorite food of gnomes and for thisreason is considered to be a pest. Horklump infestations can be controlled with spells or potions or by thesecretions of the Streeler.

ImpST: 1 Move/Dodge: 2/7 Size: 1/8 hexDX: 12 PD/DR: 1/0 Weight: ½ lb.IQ: 5 Damage: 1d-4* thr/crushing Origin: MLHT: 10/2 Reach: C Habitat: S, RiversFright Check: No

This is another form of fairy, except that it does not have wings and is dark-colored. It prefers river banksand marshes and has a slapstick sense of humor.

Jarvey: This is a large semi-intelligent ferret with the power of speech. It hunts gnomes. Use the statisticson p. BE14, but with IQ7 and +1 to ST and HP.

JobberknollST: 1 Move/Dodge: 12/9 Size: 1/8 hexDX: 12 PD/DR: 0/0 Weight: 1/4 lb.

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IQ: 3 Damage: No Origin: F (Harry Potter)HT: 10/1 Reach: C Habitat: F, PFright Check: No

This is a small magical bird whose feathers are used in certain potions.

Kappa: Use the statistics on p. J118. Kappas can be persuaded to no harm a person if it is thrown acucumber with the person’s name carved in it. Make a reaction roll. On a neutral or better reaction, theKappa lets the person go.

Kelpie: Use the statistics on p. FB37, but the kelpie also possesses the Shapeshifting spell, allowing it tochange into an otter or similar mundane water creature. They also prefer to attack their victims outright,drowning them and then eating the body. Kelpies can be tamed if a mage uses the Harness spell to place abridle on the kelpie and then makes a roll vs. Animal Handling skill -4.

KnarlST: 1 Move/Dodge: 1/4 Size: 1/8 hexDX: 10 PD/DR: 1/0 Weight: ½ lb.IQ: 3 Damage: No Origin: F (Harry Potter)HT: 11/1 Reach: C Habitat: F, P, GardensFright Check: No

The knarl is a sort of magical hedgehog. It looks identical to a hedgehog in all respects, except that it takesumbrage if treats are left out for it and ravages the garden in retaliation.

Kneazle: Use the statistics for an ordinary wizarding cat, above, but with IQ 8 and ST 5. Add AbsoluteDirection, Danger Sense, Empathy and Sense of Duty (Owner). Kneazles are able to interbreed with normalcats, producing a hybrid like Crookshanks. They use the standard wizarding cat template, but are larger thannormal (ST4) and have the Danger Sense and Empathy advantages and the Sense of Duty (Owner)disadvantages. Both kneazles and kneazle-cat hybrids tend to be more aggressive than other cats, especiallywhen they encounter someone who causes their owner distress. They are extremely good at sensinguntrustworthy people (this is an effect of the combined Empathy and Danger Sense), and the moreuntrustworthy the person (or creature) the stronger their reaction will be.

Lethifold (Living Shroud)ST: 18 Move/Dodge: 3/6 Size: 4 hexesDX: 12 PD/DR: 2/3 Weight: 5 lb.IQ: 5 Damage: Special Origin: Fantasy (Harry Potter)HT: 16/20-25 Reach: C Habitat: JFright Check: 0

This tropical horror resembles a mobile black cloak about half an inch thick. It attacks by wrapping itselfaround sleeping or unconscious victim and smothering them. On the turn it grapples its victim and everyturn thereafter, it will attempt to suffocate its victim, using the rules on p. B122. Once the victim is dead,the lethifold will quickly consume the victim’s body, leaving nothing behind. (Note that the victim’s mass issomehow turned into magical energy, so the lethifold doesn’t gain any weight.)

Since the lethifold is only semi-corporeal, spells and attacks that rely on physical effects will go rightthrough it. The only spells that work are those that either move the mage away from the lethifold or thosewhich engage it in spirit combat. The best option is the Create Patronus spell.

Lobalug: This is a sessile creature that lives at the bottom of the North Sea. When it is disturbed, it squirtsType A Venom at its target. Anyone in the same hex as the Lobalug will be affected by the poison unlessthey make a HT roll.

Mackled MalaclawST: 2 Move/Dodge: 4/5 Size: 1/8 hex

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DX: 9 PD/DR: 0/0 Weight: 2-3 lbs.IQ: 2 Damage: 1d-4 thr/cutting Origin: F (Harry Potter)HT: 10/2 Reach: C Habitat: CoastsFright Check: No

This beast resembles a large beach-dwelling lobster. If eaten, it poisons the consumer, giving him a highfever, a greenish rash and -2 to ST, DX and IQ for 1d days. It will also lower the character’s Appearance bytwo levels, to a minimum of Hideous. If it bites a person, it gives them the Cursed disadvantage for 1d+1days.

Manticore: Use the statistics for the beast on p. FB44, but with the following additions: The manticore hasIQ 9 and 10 levels of Magic resistance.

MokeST: 1 Move/Dodge: 5/8 Size: 1/8 hexDX: 12 PD/DR: 1/0 Weight: ½ lb.IQ: 3 Damage: N/a Origin: F (Harry Potter)HT: 10/1 Reach: C Habitat: F, PFright Check: No

This species of lizard has the ability to shrink at will when it detects a predator. Vision rolls to detect ashrunken Moke are at -10. Moke skin is prized by wizards.

MooncalfST: 10 Move/Dodge: 7/8 Size: 1 hexDX: 10 PD/DR: 1/0 Weight: 100 lb.IQ: 5 Damage: N/a Origin: F (Harry Potter)HT: 12/10 Reach: C Habitat: F, PFright Check: No

Mooncalves are extremely shy burrowing creatures that look vaguely like silvery-gray calves, but withbulging eyes on top of it head and large flat feet. They emerge on nights when the moon is out and performcomplicated mating dances, leaving behind patterns that muggles mistake for crop circles. Mooncalf dungstrengthens magical plants and makes them grow quickly.

Mummy: Use the mummy statistics on p. M117.

MurtlapST: 1 Move/Dodge: 5/6 Size: 1/8 hexDX: 12 PD/DR: 0/0 Weight: ½ lb.IQ: 3 Damage: 1d-4 thr/cutting Origin: F (Harry Potter)HT: 12/2 Reach: C Habitat: CoastsFright Check: No

The Murtlap looks like a rat with a sea anemone growing out of its back. When pickled and eaten, murtlapsgive a bonus to resist hostile magic. Each “dose” gives +1 to resistance rolls to resist the effects of suchspells for 1 day. A dose of murtlap also cancels the Unluckiness disadvantage for 1d hours.

For each dose of Murtlap consumed, the character must roll vs. HT at -1 per dose after the first. On a failedroll, he sprouts bushy purple hair from his ears. This gives him the equivalent of the Hard of Hearingdisadvantage and reduces his Appearance by one level to a minimum of Ugly.

NifflerST: 6 Move/Dodge: 5/6 Size: ½ hexDX: 10 PD/DR: 1/1 Weight: 20-30 lb.IQ: 5 Damage: 1d-3 thr/cutting Origin: F (Harry Potter)HT: 12/6 Reach: C Habitat: F, P, Sub

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Fright Check: No

The niffler is a badger-like beast native to Britain. It is fluffy, black and long-snouted, and eagerly searchesfor glittery items. Because of this latter trait, it is occasionally kept as a treasure-hunting beast. Nifflersmake poor pets, however, because of their constant burrowing.

NogtailST: 4 Move/Dodge: 12/12 Size: ½ hexDX: 10 PD/DR: 2/3 Weight: 20+ lb.IQ: 7 Damage: 1d-2 thr/cutting Origin: F (Harry Potter)HT: 10/15 Reach: C Habitat: FarmsFright Check: No

The nogtail is a demon in the shape of a runt pig. It insinuates itself into a normal litter of piglets, stealingmilk from its “littermates.” As it grows, it gradually blights the area around it, effectively giving everyliving creature in an ever expanding area the Unluckiness disadvantage. The longer the Nogtail stays, thegreater its area of influence and the worse its effects.

A nogtail is very fast and difficult to catch, but it can be permanently driven from a farm if it is chased outof the boundaries of the farm by a pure white dog.

NunduST: 35 Move/Dodge: 12/12 Size: 2 hexesDX: 15 PD/DR: 3/5 Weight: 1,000 lb.IQ: 7 Damage: 2d thr/cutting Origin: F (Harry Potter)HT: 15/35 Reach: C, 1 Habitat: J, PFright Check: -4

The Nundu is a gigantic leopard capable of moving with complete silence. In addition to its fearsomephysical attacks, it also has poisonous breath. Anyone within a 20 hex radius of the beast’s mouth must rollvs. HT or catch the infectious disease of the GM’s choice. An African native, the Nundu has decimatedentire villages. It is extremely vicious and cunning and very difficult to catch or kill.

OccamyST: 10 Move/Dodge: 5/6 Size: 2 hexesDX: 12 PD/DR: 1/1 Weight: 100-150 lb.IQ: 5 Damage: 1d-3 thr/cutting Origin: F (Harry Potter)HT: 12 Reach: C Habitat: JFright Check: No

This is a two-legged, feathered serpentine jungle creature native to Asia. It aggressively defends its nest,since its eggs are made of pure silver.

PatronusST: 15 Move/Dodge: 8/12 Size: 1DX: 13 PD/DR: 3/6 Weight: 0 lbs.IQ: 10 Damage: Special Origin: F (Harry Potter)HT: 14/35 Reach: C, 1 Habitat: MagicFright Check: Special

A patronus is a powerful magical protective spirit created by the Create Patronus spell. It is a spiritualembodiment of the mage’s hope, happiness, goodness and will to live. “Evil” creatures such as demons anddementors must make a Fright Check at -10 when they see the patronus. If they fail the roll, they flee inpanic and will not disturb the mage or his companions for at least an hour after the patronus leaves. At theGM’s option, a patronus might also protect the mage against corporeal creatures or people who are trying toharm the mage. These foes must make a Fright Check at -4. A patronus has no effect on creatures or peoplewho mean the mage no harm.

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The exact appearance of the patronus depends on the mage who casts the spell, but it will always besomehow symbolic of something important to the wizard.

A patronus can engage in combat on the spiritual plane. In this case, it does 1d+2 cutting damage to otherspirits. Its nature also makes it extremely difficult for “evil” spirits to affect it, double damage and DRagainst such creatures.

PhoenixST: 20 Move/Dodge: 6/6 Size: 2DX: 15 PD/DR: 3/4 Weight: 100 lbs.IQ: 15 Damage: 1d+2 thr/imp Origin: MLHT: 12/15 Reach: C Habitat: D, MFright Check: No

The phoenix is a rare, beautiful swan-sized bird that dwells on remote mountaintops or in barren deserts. Itis scarlet with golden tail feathers and has remarkable magic powers. In rare cases, it will consent to being“tamed” by a wizard of exceptional goodness and power. In such cases, it forms a mental bond with its“owner” so that it can be summoned by mental command. In some cases, this mental command also extendsto other characters who are exceptionally loyal to the phoenix’s master or to those the wizard has asked thephoenix to watch out for.

When a phoenix gets old, it regenerates itself by immolating its body in magical flames of its own creation.Its body then reappears as a chick from the ashes of its old body and quickly grows to maturity. Whilephoenixes are not immortal, their powers of regeneration make them extremely long-lived.

A phoenix also has remarkable healing powers. It is immune to poison, paralysis and spell-like effects thatcause instant death, such as a basilisk’s gaze or the Avada Kedavra spell. It is also has the equivalent of FastRegeneration. If it is killed, its body will burst into flames and renew itself, as described above. Its tears arepowerful medicine. They can instantly cure poison if they are dripped into the subject’s mouth or onto apoisoned wound. They can also heal wounds, just as if the subject had consumed healing elixir. Finally, thesong of the phoenix acts like the Restore Strength and Bravery spells for any “good” creature or person whohears it; evil creatures must make a Fright Check.

Phoenixes are extremely gentle creatures. They eat only herbs and usually never offer violence. Ifthreatened, they will first attempt to flee but they will willingly risk their own lives to save others. If aphoenix encounters a creature associated with Dark Magic, it will attack if it believes there is no other wayto deal with the threat. In this case, the phoenix attacks with its sharp beak, striking at vulnerable targetssuch as the eyes.

In addition to walking, the Phoenix can fly at Move 18. It can also Teleport (with effective skill 25) whilecarrying up to Medium Encumbrance.

PixieST: 2 Move/Dodge: 3/7 Size: ¼ hexDX: 12 PD/DR: 1/0 Weight: 1 lb.IQ: 5 Damage: 1d-3* thr/crushing Origin: MLHT: 10/3 Reach: C Habitat: F, PFright Check: No

Pixies are a type of fairy native to Cornwall in Britain. They are blue-skinned, and while wingless, they canfly. They have a manic energy and enjoy practical jokes of all sorts, so they create destruction wherever thego. Their flight powers are magic, allowing them to carry up to 150 lbs. of addition weight for a shortdistance. This allows them to pick up humans and transport them to the tops of tall trees or rooftops.

PlimpyST: 3 Move/Dodge: 2/4 Size: 1/8 hexDX: 8 PD/DR: 0/0 Weight: 2-3 lb.

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IQ: 2 Damage: No Origin: F (Harry Potter)HT: 12/3 Reach: C Habitat: FWFright Check: No

This is spherical bottom-dwelling lake fish. It walks around on the lake bed on two long, webbed feet.Merfolk consider them to be pests.

PogrebinST: 6 Move/Dodge: 6/7 Size: ½ hexDX: 11 PD/DR: 1/1 Weight: 15 lbs.IQ: 5 Damage: 1d-2 thr/crushing Origin: MLHT: 12/6 Reach: C Habitat: AnyFright Check: No

This is a Russian demon that looks like a mobile rock. It enjoys tailing humans and has both Shadowing andCamouflage skills at 15. Every hour that the Pogrebin follows its target, the victim must roll vs. Will. On afailed roll, they lose double their normal fatigue during the next hour and they are at a cumulative -1 toskills and abilities. Eventually, the victim will become so weakened, despairing and frustrated that they willcollapse. At this point, the Pogrebin will spring from its hiding place and try to kill and eat the victim.

PorlockST: 6 Move/Dodge:8/7 Size: ½ hexDX: 10 PD/DR: 0/0 Weight: 35 lbs.IQ: 7 Damage: 1d-3 thr/crushing Origin: MLHT: 12/7 Reach: C Habitat: FarmsFright Check: No

The Porlock is a horse guardian spirit native to Ireland. It looks like a shaggy bipedal, large-nosedhumanoid that walks on cloven feet. Porlocks are shy and lives to guard horses. Porlocks haveapproximately 10 points in racially-learned spells and skills that aid it in its task, such as Animal Handling(Horses), First-Aid and simple spells. It is shy around humans.

PuffskeinST: 1 Move/Dodge: 3/4 Size: ½ hexDX: 8 PD/DR: 0/0 Weight: 10 lbs.IQ: 3 Damage: No Origin: F (Harry Potter)HT: 10/2 Reach: C Habitat: HousesFright Check: No

The puffskein is a spherical, furry, docile beast that hums when it is contented. It has an extremely longtongue which snakes through the house scavenging for food. It will eat anything from leftovers to spiders,but has a particular fondness for the contents of sleeping wizard’s noses. It is a popular pet amongwizarding children.

Quintaped (Hairy MacBoon)ST: 10* Move/Dodge: 5/6 Size: 1hexDX: 12 PD/DR: 1/1 Weight: 150 lbs.IQ: 7 Damage: 1d-1* thr/cutting Origin: F (Harry Potter)HT: 12/15 Reach: C Habitat: Isle of DrearFright Check: 0

Quintapeds only live on the Scottish Isle of Drear. They are a dangerous beast that looks like a giant starfishcovered with thick reddish-brown fur. Each leg is articulated and ends in a club food. In the middle of thebody are two eyes and a huge maw filled with sharp teeth. They enjoy eating humans, so all reaction rollsare at -2.

Ramora: See the statistics for the Remora, p. FB59.

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Red CapST: 12 Move/Dodge: 5/5 Size:1 hexDX: 10 PD/DR: 1/1 Weight: 130 lbs.IQ: 7 Damage: 1d-2 thr/crush or by

weaponOrigin: ML

HT: 12 Reach: C, 1 Habitat: BattlefieldsFright Check: No

These creatures look like dwarves, but typically wear pointed caps soaked with blood. They live in burrowson old battlefields or in any other place where human blood has been shed. They attempt to bludgeonsolitary travelers to death.

Re’emST: 120 Move/Dodge: 5/5 Size: 3 hexesDX: 9 PD/DR: 1/2 Weight: 3,500 lbs.IQ: 5 Damage: 1d+2 thr/impaling Origin: Fantasy (Harry Potter)HT: 14/25 Reach: C Habitat: PFright Check: No

These are giant oxen with golden hides. If attacked they attack with their sharp horns. On the turn after asuccessful strike, they toss the victim 2d yards into the air. On the turn after that, they trample the remains.Their blood gives the drinker immense strength, as if he had consumed the Hercules elixir.

Runespoor: This is a vividly-colored three-headed snake native to central Africa. It is semi-intelligent andeach head serves a different function. Its eggs are used in certain potions. Use the statistics for theRattlesnake on p. B143, but it is not venomous.

Salamander: See the description on p. FB61. Salamanders can survive for up to 6 hours outside a fire ifregularly fed pepper and they will only live as long as the fire from which they sprang burns. Salamanderblood has magical properties.

Sea Serpent: See the description on p. FB64. Sea serpents are not hostile and have never been known toattack humans.

ShrakeST: 1 Move/Dodge: 8/5 Size: ½ hexDX: 10 PD/DR: 0/0 Weight: 1-5 lbs.IQ: 2 Damage: 1d-3 thr/crushing Origin: F (Harry Potter)HT: 12/2 Reach: C Habitat: SWFright Check: No

The shrake is a small North Atlantic fish covered completely in spines. A shoal of shrake will tearfishermen’s’ nets. They are otherwise peaceable; they only do the listed damage if they are roughly handledby a bare-handed character.

Skeletons: Use the skeleton statistics on p. M117. Some skeletons might be mutated or otherwise alteredwith magic. These variations are “special effects” possibly worth a Fright Check unless they improve theskeleton’s combat ability. In those cases, extra limbs might give the skeleton extra attacks, greater Moveand/or extra Hit Points.

It is also possible that there are free-willed, intelligent skeletons. In this case, use the Skeleton templatefrom GURPS Undead.

SnidgetST: 1 Move/Dodge: 30/15 Size: ¼ hexDX: 20 PD/DR: 1/0 Weight: ¼ lb.IQ: 3 Damage: No Origin: F (Harry Potter)

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HT: 12/1 Reach: C Habitat: F, J, PFright Check: No

The snidget is a walnut-sized golden bird noted for its incredible speed and agility. Because of its small sizeand speed, all rolls to see a golden snidget are at -4, and attempts to grab it are at -8 to DX or skill. It iscurrently a protected species. Trade in live snidgets or snidget parts is restricted by the Ministry of Magic.

Sphinx: See the description on p. FB70.

StreelerST: 3 Move/Dodge: 1/0 Size: ½ hexDX: 7 PD/DR: 1/2 Weight: 5-25 lbs.IQ: 2 Damage: No Origin: F (Harry Potter)HT: 12/6 Reach: C Habitat: F, J, PFright Check: No

The streeler is giant snail that changes color every hour. It slime trail is incredible venomous, killing anyvegetation it touches. It is kept as a pet and as a method of controlling Horklumps.

Tebo: Use the statistics for the Peccary on p. B141, but the Tebo has the power to make itself invisible atwill.

TrollST: 25-35 Move/Dodge: 6/6 Size: 3 hexesDX: 9-11 PD/DR: 2/3 Weight: 1,500-2,500 lbs.IQ: 7-8 Damage: By weapon Origin: MLHT: 14-16/25-35 Reach: C, 1 Habitat: F, MFright Check: 0

Trolls are large, ugly, foul-smelling, semi-intelligent humanoids. They can stand up to 12’ tall and areviolent and unpredictable. Mountain trolls are the largest and strongest (use the ST stats from the top of therange). They are bald with gray, horny skin, long arms, short legs, flat feet and a small head. Forest trollshave pale green skin and might have straggly hair. River trolls are purple and have short horns and may behairy; they live under bridges. In some cases, trolls can be sufficiently domesticated that they can be used asguards.

Unicorn: Use the Fantasy Unicorn statistics on p. FB77, but with several changes. Change IQ to 7 andremove spell powers. They will not attack and are entirely defenseless. Their only defense is to run away orhide.

Unicorn foals are golden, as they mature, unicorns turn silver and then white. Their blood is a powerfulcurative and spell ingredient, but anyone who drinks it is cursed. In game terms, they gain at least 20 pointsin “evil” mental disadvantages. Unicorn horn and hair are also powerfully magical spell ingredients.

Winged Horse: See the description for Pegasus, p. FB52. All breeds of winged horses can be domesticated,although owners must perform a Disillusionment charm on them to hide them from Muggles. As withnormal horses, there are many different breeds:

Abraxan: Giant palominos. Double the normal ST score. They prefer to drink single-malt whiskey ratherthan water.

Aethonan: Chestnuts, popular in the British Isles. Use the normal Pegasus statistics.

Granian: Grays. They are particularly fast. Add +2 to Move on the Ground, +4 to aerial Move.

Thestral: Black. They have the Invisibility advantage and might also have the Jinx disadvantage.

Yeti: See the description on p. BE65. Yetis fear fire and must make a Fright Check if they are threatened

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with it.

Zombie: Use the zombie statistics on p. M117.

Magic Plants

Abyssinian Shrivelfig: Potion ingredient, needs to be peeled.

Alihotsy: Eating the leaves causes hysteria. Those who eat the leaves must make a Fright Check.

Blooming Beans: These are decorative beans that sprout immediately and grow to maturity if they areplanted or placed in any sort of soil. If they are dropped, they might accidentally take root and sprout wherethey are dropped.

Bouncing Bulbs: Tulip-like bulbs that bounce like rubber balls when dropped and which also try to pop outof the soil when they are being potted.

Bubotubers: These are magical black, slug-like plants. They produce yellow-green, petrol-scented pus thatis used in potions that cure acne. In undiluted form, the pus can be dangerous, making areas touched by thepus break out in painful boils, as if the victim were afflicted with the Boils spell.

Devil’s SnareST: 10-25 Move/Dodge: 0/5 Size: 1+ hexesDX: 9-12 PD/DR: 1/3 Weight: 50 lbs. per hexIQ: 0 Damage: 1d-2 thr/crushing Origin: F (Harry Potter)HT: 12/10-50 Reach: C, 1 Habitat: F, SubFright Check: No

The devil’s snare is a semi-mobile plant that inhabits dark, moist places. Its central body is extremely softand spongy, negating falling damage for objects and creatures that land on it. Large specimens can spread tocover up to a 5 hex radius. Unfortunately, the plant can sense impacts or pressure, and quickly wraps dozensof tough vines around objects that touch it. The harder the victim struggles, the harder the tentacles squeeze;struggling or panicking victims take 1d-2 crushing damage per turn. On a critical hit, some of the vineswrap around the victim’s neck or cover his nose and mouth, and he begins to Suffocate. Creatures that makea Will roll to remain still don’t take damage except on a critical hit, but are still held fast by the vines.Characters can break free from the vines if they win a Contest of ST, but whether the attempt succeeds orfails, they automatically take maximum damage.

The weakness of the devil’s snare is that it is extremely vulnerable to fire and sunlight. It takes doubledamage from fire and it takes 1 point of damage per minute from direct sunlight or spells which simulatesunlight. It dislikes bright lights, such as the light produced by the highest level of the Light spell, althoughit does not take damage. If exposed to fire or light, the snare will instinctively recoil, retracting its tentaclesand freeing its victims.

Dittany: A mundane medicinal herb. One of the plants found in One Thousand Magical Herbs and Fungi.

Flutterby Bush: A plant used in Herbology class. It quivers and needs pruning.

Gillyweed: This is a magic aquatic herb that grows wild in the Mediterranean and possibly in other warmseas. When a “dose” of gillyweed is ingested, it gives the subject the Gills and Amphibious advantages for 1hour.

Leaping Toadstools: The second year Herbology classes worked with these. Presumably they aretoadstools that jump.

Mandrake: See the description on p. FB99. Immature mandrakes do not kill the listener when they areuprooted. Instead, they cause unconsciousness, ranging in length from a few hours to several weeksdepending on the plant’s state of maturity.

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The Mandrake root is a powerful restorative. It forms an essential part of

most antidotes, including one for Petrifaction. The Mandrake Restorative Draft returns people who aretransfigured or cursed to their original state. Mandrake seedlings are tufty little plants, purplish green incolor with what look like tiny babies growing where the roots would be. These creatures grow and developover the course of several months until they mature and can be harvested and used for potions. The cry ofthe Mandrake is fatal to humans, so special care must be taken when growing them. Even as a baby, theMandrake's howls can knock a person out for a couple of hours.

The Dugbog is particularly fond of eating Mandrakes.

Puffapod: Fat pink pods with seeds that burst into flower if dropped.

Umbrella-sized Flowers: These hang from the ceiling of greenhouse.

Venomous Tentacula: This plant has spiky, dark-red mobile vines and presumably some sort of jaws. It isdescribed as “teething” in Book 3 and is quite possibly carnivorous.

Whomping WillowST: 10* Move/Dodge: 0/5** Size: 3+ hexes***DX: 8 PD/DR: 2/5 Weight: 3+ tonsIQ: 0 Damage: 1d-2 thr/crushing Origin: F (Harry Potter)HT: 12/150 Reach: C, 1-10 Habitat: FFright Check: No

This is a large, willow tree with animated limbs that stands on the grounds of Hogwarts school. It wasplanted in the early 1970s to guard one of the secret passages from Hogwarts into Hogsmeade. It is up tothe GM to determine whether the whomping willow is unique to Hogwarts or is found elsewhere.

It blindly attacks anything that gets within the range of its branches, flailing with its limbs and branches,ignoring only creatures smaller than a dog and people it has knocked unconscious. Its weakness is there is aknot near its base, next to the opening to the secret tunnel, that “deactivates” its limbs. A creature that canslip through, or under its branches can press the knot. Alternately, an missile attack by a small object(anything with a diameter of 1” or less) or a thrusting attack with a staff or spear might also be able to pressthe knot, as long as the blow does at least 0 points of damage. It is also possible that a prone character,especially one that is moving slowly and carefully, might be to slip under the willow’s branches.

Chapter 4 - MagicMagic is divided into four broad areas: Transfiguration (altering the appearance or form of an object orturning one object into another), Charms (adding properties to an object or person), Curses (nasty spellsdirected against another person - also called Jinxes) and Divination (spells that predict the future). In

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GURPS terms, the broad magical theories learned in classes on Transfiguration, Charms, etc. are treated asthe Thaumaturgy skill, while individual spells are learned as skills using the magic system presented inGURPS Basic.

Transfiguration: This is the art of changing things into other things. This field of magic mostly seems tocover the Animal, Body Control and Illusion and Creation colleges, especially the spells Shapeshifting,Shapeshift Other, Alter Body, Permanent Shapeshifting, Merging Shapeshifting, Partial Shapeshifting andGreat Shapeshifting. Other spells, listed below cover introductory and intermediate transfigurations. Theyare Transfiguration and Minor Transfiguration.

Spells from the Body Control College included in Transfigurations are Alter Visage, Alter Body,Decapitation, Shrink, Enlarge, Corpulence, Shrink Other, Enlarge Other, Alter Voice, Haircut and HairGrowth.

Spells from the Illusion and Creation College include Create Object, Create Animal, Create Servant, CreateMount, Control Creation and Create Warrior.

Charms: This is the art of adding properties to objects or creatures that they did not possess previously.This field of magic covers most of the spells from the other colleges, including the spells that affect themind and the emotions. Essentially any spell that doesn’t involve physically changing an object or personand which isn’t particularly harmful to the subject is a Charm.

Curses: These are hostile forms of Charms and Transfigurations. This field of magic covers the hurtfulspells from various colleges. Many combat spells fit into this category, as do spells that cause bad luck, painor actual injury.

Divinations: This category of spells covers any spell that attempts to predict the future. It is the smallestcategory of spells. It covers several Knowledge spells and a few Protection and Warning spells.

Changes to Existing GURPS Magic

Magic in the world of Harry Potter is similar to the magic system presented in GURPS Basic, Magic andGrimoire, but with a number of exceptions.

Easier Enchantment: It seems to be much easier to enchant items in the world of Harry Potter and magesuse enchanted items with the same regularity as muggles use electric appliances. To better simulate this, theGM should consider halving the price and energy cost require to enchant “mass produced” magic items. Forubiquitous and/or trivial items (e.g., gadgets like a Rememberall or Fred and George’s Ton-TongueToffees) the GM should consider quartering cost and energy cost. Powerful items, such as invisibilitycloaks can still require the full cost to enchant.

Additionally, mages can take a break from enchanting an object. Halve the time required to enchant anobject each day and allow the mage to put an object he is enchanting aside.

Easier Spells: The most important difference is that spells are easier to learn. Mental/Hard spells becomeMental/Average, Mental/Very Hard spells become Mental/Hard and mages are allowed to learn a spell byputting only ½ character point into it.

This has several effects. First, low-IQ mages (e.g., students) can get respectable skill levels in a given spellmuch more quickly. When combined with the Missing Prerequisite rules, this allows young mages to“improvise” spells with very little practice and still have a decent chance of success. Second, by reducingthe skill cost, it is easier for wizards to get fatigue reductions for high skill and allows spells to be castwithout gestures. This better simulates the magic described in the books.

Eye Contact: At least with certain spells, eye contact with the subject of the spell is vital. The GM cannormally assume that a mage establishes eye contact just by concentrating, but if the mage doesn’t have eyecontact for some reason, the GM can assess a -1 to -10 penalty to skill, based on how familiar the mage iswith the subject, the object and its location.

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For example, if a mage wishes to summon his broom, which is in a familiar location and which he ridesevery day, he might only be at -1 to skill. If he is trying to betwitch an unknown foe hidden behind a wall,he would be at -10 to skill, if the GM ruled that he could cast the spell at all. If the mage knows the subjectof the spell well, but cannot see the object on the subject’s body that he wishes to affect, he is at -1 to -4based on how good his guess is as to the nature and location of the hidden object. For example, Mrs.Weasley would only be at -1 to skill to empty Fred and George’s pockets of various mischief-makingdevices, since she is all too familiar with what she is likely to find there . . .

If a mage has already established eye contact and it is subsequently broken, the GM can require a new skillroll, with the penalties described above to maintain the spell. He can also require a Will roll to maintainconcentration if the mage is jostled, falls or is injured.

Combined Effort: If two or more mages cast the same spell at the same target simultaneously, add the totalbase energy cost of all the spells cast to determine the effective power of the spell. If the spell is increasedto its maximum effect, the victim is at -1 per additional point of energy to resist the spell.

Default Spell Skills: Unlike standard GURPS spells, Mental/Average spells default to IQ-5 andMental/Hard spells default to IQ-6 if the wizard can make a successful Thaumaturgy skill roll or hasreceived some sort of formal instruction (which can be simple as hearing the appropriate “word of power”)from a wizard who knows the spell at level 12 or better. Like normal spell casting, default spell casting is ata penalty for each missing prerequisite spell or missing level of Magery. Levels of Magery count as levelsof IQ when figuring defaults.

Spells do not default to other spells, only to IQ + Magery.

Faster Spells: A mage may attempt to cast a spell more quickly, by taking a -4 skill penalty per missingsecond of time, down to a minimum of 1 turn required to cast the spell.

Fatigue Cost: Fatigue cost is based on the mage’s effective skill, before modifiers for range, and target sizeand speed are taken into account.

Gestures: While most spells don’t require anything more than pointing a wand and speaking a commandword, a mage can get a bonus to skill for using certain gestures, such as flicking and swishing his wand in acertain way. If the mage takes an extra second to perform these gestures, he gets +1 to skill.

Intent: A mage’s intent when he casts the spell can be as important as the spell itself. For example,technically, the “Expelliarmus” spell just disarms a foe, but if a wizard (or group of wizards) really wishesto incapacitate a foe, then the spell might have more powerful effects, especially on a critical success.Likewise, critical failures tend to reverse the intent of the spell rather than just its effects.

The most important aspect of this rule is that if characters spend an extra turn casting a spell specify theprecise object they wish to influence, they get a +1 to their skill roll. For example, “Leviosa” will levitateitems, but if Ron were to say “Wingardium Leviosa” to specify that he wished to levitate a feather, he wouldget +1 to skill. In any case, since the intent is the important thing, technically incorrect “nouns” still havefull effect. (In game terms, this means that what the player specifies takes precedence over what thecharacter actually says to trigger the spell.)

Learning Spells: Spells can be self-taught from books at half the normal rate, as long as the spell to belearned doesn’t have prerequisites, or the reader already knows the prerequisite spells. Likewise, a charactermay learn spells that he has successfully cast using his default skill, but at half normal speed. Spells can betaught via formal instruction at the normal rate or faster using the rules for Learning Skills Under Pressurefrom GURPS Compendium I.

Finally, if a character receives formal instruction in a spell or has access to a book that contains theappropriate spell, they may immediately learn that spell as long as they have at least ½ a character pointavailable to spend. (This is a change from the normal GURPS rules that require a character to invest at least1 point in a spell in order to learn it.)

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Magic Items: Magic items work differently in the Harry Potter books than in GURPS Magic.

(a) Spells cast using magic items do not count as spells "on."

(b) Spells cast using magic items unaffected by any Shock or Stun penalties the mage might suffer (althoughhe is still susceptible to Distraction). This means that the mage must still make a Will roll if he is attackedwhile using the item.

(c) Spells cast using magic items do not count against a mage’s "running spell count," for spells which havesuch limits such as Minor and Major Healing. (So a mage could use his own healing spell once and then usea magic item with a healing spell in it on the same patient.)

(d) Unless otherwise stated, magic items work automatically. No skill roll is needed to cast the spell. Theonly difference is that in Contests of Skill, the enchanter’s skill with the spell is used, not the mage’s skill.

Magic Words: A wizard casting a spell gets a +1 bonus to skill if he loudly speaks the word of commandused to trigger the spell. If he speaks the word softly or whispers it, he doesn’t get the bonus, and if hedoesn’t speak the word at all, he is at -2 to skill. This applies to default spell skills, as long as the mageknows the magic word. If the wizard doesn’t know the spell above level 12, he must always speak the wordof command and cannot cast the spell silently. He does, however, get the +1 bonus for speaking loudly.

Mana Levels: For the most part, the world of Harry Potter is a Normal Mana Zone, but only characterswith the Magery advantage can cast magic spells. It is possible that there are rare areas of intense magicalactivity that rate as High Magic Zones and certain areas that are Low or No Mana Zones. In any case, manalevels are mostly normal.

Missing Prerequisites: Mages can learn and cast spells that they couldn’t otherwise cast at -5 per missinglevel of Magery required to learn the spell, and -3 for every missing prerequisite spell needed to learn theskill. If the mage’s effective skill with the spell is reduced to 3 or less, however, he can’t cast the spell at all.

In theory this variant allows a wizard to learn a high-level spells quickly by bypassing all the prerequisitespells. In practice, the skill penalties will be so huge that mages will find it more practical to put a point intoall the prerequisite spells.

Partial Spell Effects: Spells that fail by 1 or 2 points might have a partial effect, at the GM’s option. Aspell that misses by 1 produces a weaker or less intense effect that still might have some benefit, forexample, a Poltergeist spell to throw a pillow across the room might not throw the pillow accurately or itmight throw something other than the target! A spell that misses by 2 will produce some trivial effect, forexample, rather than turning the victim into a pig, the victim might just grow a pig’s tail.

Ranged Spells: Spells that are not cast by touching the target must be “aimed” on the turn they are cast.Apply normal Vision, Cover, Range, Size and Speed modifiers that affect the target to the mage’s effectiveskill to hit the target, and then subtract the PD from shields or natural or worn armor. The mage’s effectiveskill to cast the spell correctly is only limited by range. If the mage makes his skill roll by enough to cast thespell, but not by enough to hit the target, the spell is cast successfully, but misses its target. At the GM’soption, it might hit another target instead.

Characters can use the Dodge and Drop Retreat option to get out of the way of a spell. This gives the casteran additional -3 penalty (for the movement of the target) to hit the subject. Normal retreats have no effect,unless the GM rules that the target’s retreat protects him somehow - such as by letting him duck into cover.

Dueling Spells: If two mages cast spells at each other at the same time, there is a small chance that their“beams” will intersect, nullifying or deflecting one or both spells. Compare the die rolls for both mages, asif they were rolling a contest of spell skills. The mage whose roll succeeds by more has his spell take effectfirst. If the mages tie, both spells are deflected. Roll 1d randomly to determine the direction of scatter. Ifanyone is along the path of the “beam” they are hit by the errant spell on a roll of 9- or the mage’s adjustedskill, whichever is less.

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Similarities: Spells, especially transfiguration spells, work better when there is some sort of“correspondence” between the original object and the desired effect. The GM can give a bonus of +1 to +2if the mage is trying to change an object into another object with some sort of similarity - either in size,shape, appearance or name. For example, characters might get a +1 bonus to transfigure a guinea pig into aguinea fowl, or to turn butter into cheese. If an object has multiple “similarities” the GM can give a +2bonus, for example, turning a beetle into a button (similar name, similar size, similar appearance, etc.)

Spell Side Effects: Spells usually have at least some visible or audible effect, such as a loud “bang” and/ora flash of light or swirl of sparks. Failing that, they require some sort of “prop” to produce their effects. Forexample, Divination spells always require the appropriate tools (a cup of tea, the subject’s palm, a crystalball, etc.). Knowledge spells often produce some sort of visible effect, such as producing a flashing light ormaking a noise when they are triggered. The exact effect of a given spell is up to the GM.

Using Spells Under Stress: At the GM’s option, any spell cast when the character is under life-threateningstress gets +2 to his rolls to cast a single “defensive” spell, to a maximum effective skill level of 15. TheGM’s word is law when determining what circumstances count as “life-threatening” and what sort of spellscan be considered “defensive.”

Wands: While mages can cast spells without using a wand (and most mages do so spontaneously aschildren), wizards need a wand to work powerful magic. See the Wands Section below.

Divinations

Divinations and similar spells are notoriously fickle and unreliable, and depend heavily on a mage’s innatetalent. In game terms, for a mage to learn any Divination spell, or other spell that predicts the future, hemust have the Divination Talent. If he doesn’t have the talent, while he can still study divination to improvehis knowledge of magical theory, or to use Divinations as prerequisites for other spells, he can’t effectivelyuse the spell - he’s just wasting his time.

Furthermore, unlike all other spells, Divination spells and their ilk are treated as Mental/Very Hard skills,and the mage’s effective skill can never exceed 12, although higher levels of skill can be used to offsetpenalties.

Muggles and Magic

Wizards are aided in their campaign to keep magic secret by the muggle habit of ignoring or explainingaway the extraordinary. When a person without the Magery advantage sees a spell or magic creature, firstroll vs. Vision-2. On a failed Vision roll, the muggle refuses to notice the magical effect. On a successfulVision roll, roll vs. IQ. On a successful roll, the character explains away what he sees - he thinks it’s amovie prop, a hallucination, or something else. Only on a failed roll will the character not be able torationalize what he saw. On a critical failure, the muggle will be convinced that what he saw was notnormal. How he reacts depends on the character, but at the very least, he will talk to his friends about theevent. In such cases, the Office of Misinformation and teams of Obliviators are standing by.

Technology and Magic

Magic interferes with mundane communication and sensor signals. Because of this, any device that relies onradio waves, etc. won’t work properly in areas where there is lots of magic. Attempts to use any sort ofelectronic device in a magic area, or interpret sensor signals reflected from a magic area are at -2 to -10,depending on the strength of the magic in the area and the strength of the signal. For example, a witch’scottage half a mile away might give -2 to TV and radio function, but it wouldn’t interfere with a powerfulground to air radar unit. Attempting to transmit or receive signals from the grounds of Hogwarts Schoolwould be at -10 to skill, if the GM ruled that it was possible at all.

As a rule of thumb, assume that a simple electric device suffers a -1 penalty per TL5 above 5 when magic isin regularly used within a few hundred yards. Electronic devices suffer a -2 penalty per TL above 5 forregular magic use within half a mile, or -4 for magic use within 10 yards. Assume that any device with a

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penalty of -2 or more to routine use will be prone to malfunction, slow to start, and otherwise erratic.Assume that any device with a penalty of -10 or more won’t work at all, unless its user makes a skill roll.Some areas of the wizarding world (such as Hogwarts or Diagon Alley) are sufficiently magical inthemselves that they count as “regular magic use” even if no spells are in effect at the time. For example:simple TL6 style power tools would be at -1 to skill when used near magic. TL8 electronic gadgets wouldbe at -6, or -12 if magic was in use in the immediate area.

Wizards have developed a magic form of radio that ignores (or perhaps uses) the effects of magic onelectromagnetic signals. Wizard radio signals are undetectable to mundane sensors, assuming that wizardradio uses the airwaves at all.

The Limits of Magic

Magic in the world of Harry is a bit more restricted than magic in a conventional fantasy campaign.According to J.K. Rowling, the most important differences are that divinations are unreliable, created itemsvanish within a few hours after being created and there are no spells that can raise the dead. It is alsoobvious that spells cannot be used to permanently transfer skills to another character or to learn skills morequickly than normal (except, perhaps, by raising IQ).

In GURPS terms, the most important difference is that some colleges of magic aren’t as commonly learnedand might not exist at all. The GM should feel free to forbid any spell that he thinks could go against thespirit of the books and/or the campaign, or rule that they are rare, secret or Dark Arts spells. On the otherhand, the novels describe (or hint at) dozens of spells not listed in GURPS Magic or Grimoire. The GMshould feel free to add spells as he sees fit.

Rare Spells: Rare spells are not commonly taught and you can’t just learn to cast them from a book thatyou pick up at Flourish & Blotts. At the very least, the GM should require a Thaumaturgy roll to determineif a rare spell is possible and then one or more Research or Occultism rolls to determine where one mightfind such a spell. In short, learning a rare spell requires a quest.

Secret Spells: Secret spells are hidden or are restricted to students of a particular school or organization.Treat Secret spells as if they were Rare, but all rolls to discover the existence and possible location of asecret spell are at -4. If the mage can deduce the existence of a Secret spell, he then faces an adventure toget the spell, and he might acquire powerful Enemies if he succeeds in acquiring it.

“Permanent” Objects: All spells that create objects out of thin air and which have a “Permanent” durationactually only create those objects for 1d/2 hours (minimum 1 hour). Mages who make a successfulThaumaturgy skill roll can double this duration, tripled if they also know the spell at skill level 20 or betterand quadrupled if they know it at skill level-25+. For example, Dumbledore (with remarkable skill levelswith both Thaumaturgy skill and the Mass Create Item spell) wishes to create a number of sleeping bags. Hesuccessfully rolls against his Thaumaturgy skill, doubling the duration, but it is actually quadrupled since heknows the Mass Create Item spell at skill level 25+. The GM rolls a 4 for the base duration. This isquadrupled so the sleeping bags actually last for 8 hours before vanishing.

A created object can be made truly permanent for 10 times the base cost of the spell using the rules forenchantments.

Transformations: At the GM’s option, spells which work by transforming one object into another (e.g., arat to a rutabaga) or by modifying an object (e.g., making a person grow a pig’s tail) are truly permanent ifthe spell is listed as having a “Permanent” duration.

Mind Control and Mind-Reading: Spells that allow a mage to “get inside” another character’s head orshare powers, senses or abilities with another character don’t appear in the Harry Potter books. The GM caneither forbid spells such as Mind-Reading, Lend Skill, Steal Skill, Suggestion, and Rider Within, or he canassume that they are M/H (or even M/VH) skills compared to the “average” M/A spell. Such spells are alsopresumably Gray or even Dark magic and are highly restricted. If the GM does allow such spells, he canalso apply a skill penalty based on how far into the subject’s psyche or senses the mage wishes to delve. Forexample, a Suggestion spell might suffer no penalty at all, since it’s a brief, minor intrusion on the subject’s

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mind. Spells such as Rider Within or Mind-Reading might have a penalty of -3 or more.

The White and Dark Arts

In the world of Harry Potter, spells are divided into spells that are considered benign and spells that areconsidered “Dark Arts.” Though it isn’t specifically mentioned in the books, some of the spells used are justnasty, and might be considered “Gray Arts” if they are misused. For simplicity, spells can be divided into“White Arts,” “Gray Arts” and “Dark Arts.”

Dark Arts: Dark arts spells are spell that cause severe pain or direct injury, or which completely eliminatethe victim’s free will. Presumably, they also include spells that summon or create monsters or which dealwith demons or the undead. Hogwarts School (and presumably most other schools of magic) do not teachDark Arts spells and restrict access to library books that contain Dark Arts techniques. Those schools thatdo teach the Dark Arts are considered to be somewhat suspect. Note that while some use of Dark Arts spellsis tolerated in wizarding society, they aren’t considered to be “polite.” A known user of the Dark Artswould certainly have a Bad Reputation (as a dangerous, possibly suspect person) even if he is otherwiselaw-abiding.

Certain Dark Arts spells are illegal to use on another sentient creature. These are the so-called“Unforgivable Curses” that will result in a life prison sentence if the offending wizard is caught. TheUnforgivable spells are those that completely control another person’s body, cause intense pain or killoutright. In GURPS terms, the unforgivable spells include Agonize, Control Person, Possession, PermanentPossession or Deathtouch spells.

The GM should assume that any powerful combat skill is “dark” and restrict its use accordingly. Characterswho make a habit of using Dark Arts spells might have to make Fright Checks after repeated or particularlyshocking or cruel use of the dark arts. If the character fails his Fright Check, he acquires a “dark” habit orcharacteristic. Eventually, reckless users of the dark arts will suffer from “evil” disadvantages such as BadTemper, Berserk, Bloodlust, Bully, Callous, Fanaticism (Self), Greed, Jealousy, Intolerance, OdiousPersonal Habits, Megalomania, Sadism, Selfish and so forth.

Since Dark Arts spells are not socially acceptable, it is often hard to find information on how to cast them.A roll vs. Streetwise (Magical) and some discrete inquiries in Knockturn Alley might be required. Acharacter who wants to learn extremely rare or powerful Dark Arts spells must roll at a penalty. A failedStreetwise roll might mean that other mages (or the Ministry of Magic) will ask pointed questions about thecharacter’s motives and ethics. A critical failure might mean that Lord Voldemort or his minions mightcome calling, looking for a new follower - or a new threat to be eliminated.

Gray Arts: Some spells, while freely taught, aren’t very nice. In polite wizarding society, they arepermitted for self-defense or sport dueling and might be tolerated in emergencies, but well-bred wizardsshouldn’t make a habit of using them on other people. If using Dark Arts is like attacking with a knife orgun, using the Gray Arts is like punching or tripping someone. The law might overlook such things, but it’sa good way to make enemies. Wizards who routinely use spells that interfere with another person’sconsciousness or body might get a Bad Reputation and might even acquire the Bully disadvantage.

Another type of “Gray Art” are spells that are (basically) harmless, but which are illegal. These mightinclude spells that could easily affect the mundane world (such as many Technology spells) or which arepotentially dangerous (such as creating new types of magical animals). There is no particular difficulty inlearning the Gray Arts, but wizards who make an obvious habit of it might get a bad reputation.

White Arts: White Arts are spells that are harmless or beneficial and which don’t have any potentiallynasty side effects. They include most Healing spells, Divination spells and spells that affect objects orunintelligent creatures in a relatively benign way.

Wands

". . . Unusual combination - holy and phoenix feathers, eleven inches, nice and supple."

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-- Harry Potter and the Sorcerer’s/Philosopher’s Stone.

Spells generally require a wand as a focus. Each wand is unique and is matched to the mage who will use it,without his wand a wizard is effectively disarmed. Wands are also a symbol of magic power, by law awizard has the right to carry a wand at all times while wands are prohibited to non-human creatures(although the goblins probably ignore and/or dispute this decree). A disgraced wizard is publicly shamed byhaving his wand broken in front of his peers.

Without a wand, a wizard is at -10 to his effective skill and his effective level of Magery is reduced by 1when determining which spells he can cast. Note that a wizard who is reduce to Magery 0 can still castspells, but at a penalty for each “missing” level of Magery. Remember that if a mage’s effective skill with aspell is reduced to 3 or less, he can’t cast the spell at all. Given the increased chance of a critical failure andthe low chance of success to cast spells without a wand, prudent wizards will surrender if disarmed.

With a wand that is properly attuned to him, a mage gets a +2 bonus to cast spells. If a wizard uses anotherwizard’s wand, he can cast spells normally (i.e., no skill penalty or effective loss of Magery), but doesn’tget the +2 bonus.

Different Wands for Different Purposes: In the books, certain wands are described as being particularlygood for transfigurations or charms; whether this provides any game effect, or is just a salesman’s pitch isup to the GM. If the GM rules that different wands do have different properties, he can rule that certaintypes of wands might give a further +1 bonus to cast certain spells or certain types of spells, if they areattuned to the user.

Making and Choosing Wands: Wizards can make their own wand using the Wand spell (q.v.), but mostwizards choose to purchase pre-made wands. Commercial wand-makers learn the Wand spell at very highlevels and generally produce a better product than the wizard could make for himself.

When a wizard purchases a commercial wand, the wand-maker will “fit” a pre-made wand to the mage bymeasuring his body and observing him. (Roll vs. Professional Skill (Wand Maker) to determine whichcombination of wand materials is best for the customer.) The proper sort of wand will “attune” itself to thewizard.

An attuned wand will feel warm in the user's hand. Often, when a wand first attunes itself to a wizard(especially if it’s the mage’s first wand), it will spontaneously perform a trivial, but flashy, magic spell(such as the Sparks spell) when the wand is first grasped as an outward sign that it has “bonded” with thewizard.

It is up to the GM to determine if a wand can become “unattuned” or if a wand can “reattune” itself toanother mage if its previous owner dies or involuntarily gives up his wand.

Broken Wands: A broken wand is useless until it is repaired. Repairing a wand requires a roll vs.Professional Skill (Wand Maker). Improper repairs, such as gluing or taping the pieces of the wandtogether, allow the wand to function, but without any bonus for attunement and at -4 to effective skill. Inaddition, any normal failures of spells cast with the broken wand produce odd, unintended spell-like effects,such as bubbles, foul smells, puffs of smoke and the like. Critical spell failures produce spectacular,devastating results. Typically the miscast spell will affect the user with an extremely powerful version of thespell he was trying to cast, produce a reversed version of the spell, or both.

Priori Incantem: Wands that share identical core materials (e.g., hairs from the same unicorn, feathersfrom the same phoenix) won’t work properly against each other. This effect is likely to come up only as aGM-inspired plot device or as a result of a successful Luck or Serendipity die roll.

When wizards using two identical wands cast spells at each other using their wands on the same turn, thetwo wands will "lock" as their magic energies converge. On the next turn one wand will force the other to"regurgitate" the "echoes" of important spells that the owner of the other wand cast in the past. At the sametime, both wizards are surrounded by a dazzling sphere of glowing golden webbing that acts as a force fieldand moves them in a random direction.

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When the Priori Incantem effect occurs, roll a contest of the wand enchanters' skill with the Wand spell(usually 12 unless specified otherwise), plus any levels of Strong Will that the mage holding the wand has.The winner of the contest cancels the other mage's spell and "locks" both mages into the force fielddescribed above. Each turn that the winning mage holds his wand steady (by concentrating and making aWill roll) he can force the other mage's wand to release an echo of an important spell cast with that wand.Dark Magic spells definitely count as important spells! If the mage used the wand to kill a person, a ghostly"echo" of that person's soul will appear and can speak with the mage who won the contest. What the spiritsays and how they react to the mage depends on their relationship to the wizard, their personality and theneeds of the plot.

While the winning mage concentrates, both mages are surrounded by a shimmering force field that acts asboth an Anti-Magic shell and a Force Dome that protects both mages. The wizards can see out of this domeand can speak to people on the other side but can't leave the dome. The dome lifts the wizards 2d yards inthe air and moves them 1d hexes in a random direction each turn. If the winning mage can make a roll vs.Will-2, he can control the direction and height at which the dome travels, but not its height.

When the winning mage stops concentrating, fails his Will roll or lowers his wand, the Incanto Priori effectends. Both spells fail (but the winning mage doesn't pay energy cost of the spell) and the losing mage isMentally Stunned for 2d turns. Both wizards fall to the ground from the height they were at when the domewinked out of existence, possibly taking falling damage.

On a critical success or critical failure, the losing wizard's wand explodes for 2d crushing damage and hesuffers the effects of both spells.

Examples of Learning and Using Spells

Example 1: In his First Year Charms class, Ron is introduced to the Apportation spell. He has IQ 10 andMagery 3. In GURPS Harry Potter, the Apportation spell is a Mental/Average spell which defaults to IQ-5.This is an introductory spell that doesn’t require any prerequisites or levels of Magery so he doesn’t sufferany penalties for missing prerequisites. His initial skill with Apportation spell is 8 (Ron’s IQ + 3 levels ofMagery -5), 9 if he loudly pronounces the magic word (“Leviosa!”), or 11 if he takes an extra turn to makethe proper gestures with his wand (“Swish and flick!”) and takes a turn to specify that he wishes to levitatethe feather in front of him (“Wingardium Leviosa!”). Unfortunately, his wand is a hand-me-down from hisolder brother, so it isn’t properly attuned to him. If it was, he would get another +2 bonus, making his jobeasier.

After a few hours of frustrating practice, Ron finally understands the basics of Apportation (his playerinvests half a point of previously earned experience to let Ron learn the spell). Ron’s skill with the spell isnow at (IQ + Magery) -2 or skill level 11; 13 if he shouts the appropriate magic words and makes the rightgestures.

A few days later, Ron needs to use his Apportation spell to disarm a rampaging troll. His best normaladjusted skill with the spell is 13; but this is a life-or-death situation, so the GM rules that Ron gets a +2bonus for using magic under stress. This gives him an effective skill of 15. He rolls a 9 a casts the spellsuccessfully. The troll (with IQ 6) fails its resistance roll. Noticing Ron’s Luck advantage, and realizingthat Ron’s intent is to eliminate the troll as a threat, the GM rules that the club flies out of the troll’s handand lands on the troll’s head as it falls, stunning the troll and ending the combat.

Example 2: In his fourth year, Harry Potter needs to learn the Summon Object (see New Spells, Chapter 6)spell in a hurry. He has IQ 12, Magery 3 and already knows the Apportation spell, which is theprerequisite for Summon Object so there are no penalties for missing prerequisites. In addition, he hasHermione to tutor him. Using the Intensive Learning rules from GURPS Compendium II, Harry andHermione spend 16 hours working on the spell. Hermione successfully makes her Teaching skill roll, soHarry learns the basics of the spell and puts 1 character point into it. Summon Object is a M/A spell, soHarry’s base skill is (IQ + Magery) - 1 or skill level 14.

The next day, faced with a ferocious Hungarian Horntail dragon, Harry uses his newly-learned spell inearnest. His base skill is 14, but he gets +1 for shouting the magic word (“Accio!”), +2 to for having a

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wand that is properly attuned to him, and a further +2 for using the spell in a life-or-death situation. Hesuffers a -1 penalty for not being able see his broom, but he gets a +1 bonus to his effective skill by takingan extra second to specify the item he wishes to summon (“Accio Firebolt!”). His final adjusted skill levelis 19 - good enough to overcome any distance penalties and summon his broom.

Inventing New Spells

The process is similar to the process described on p. M16, but is considerably faster and cheaper. Use thisrevised process:

(1) The player tells the GM what sort of spell, in general, he wants.

(2) The GM determines if the spell is possible. He does not need to reveal this to the player. If the GMdetermines that the spell is possible, he decides what its powers, prerequisites, etc. will be.

The character must first make an "Idea Roll" vs. IQ to think of the spell. He must then roll vs. Thaumaturgyskill to determine if the spell is possible and to get a sense of how to go about inventing it.

(3) The wizard must now spend time in research - a number of hours determined by the GM. The hours ofresearch do not need to be contiguous, as long as the mage keeps accurate notes. Use 40 hours of researchas a baseline figure; for each level of Magery the spell requires, double the research time required. Multiplythis number by the number of prerequisite spells.

For example, a spell that requires Magery 2 and 10 prerequisite spells would take (40 x 4 x 10 =) 1,600hours of research time. Multiple wizards can combine their efforts to research the same spell. In this case,divide the total time needed by the number of mages working on the spell.

Each 40 hours of research requires $2d worth of research materials, multiplied as above. For example, thespell above would require $2d (x 4 x 10 =) 2d x $40 worth of materials per week.

(4) At the end of each research period, the GM must make a "research roll" against the mage's Thaumaturgyskill, minus a penalty set by the GM. A very simple spell might have a penalty of -4; a very hard spell wouldhave a difficulty of -10. In addition, there is a -2 penalty per level of missing Magery required to cast thenew spell, if the wizard doesn’t have sufficient levels of Magery and a -1 penalty for each missingprerequisite. If the mage makes his roll, he successfully invents the spell and can put ½ point into learningit. On a critical success, he can invest 1 point in learning the new spell. On a critical failure, the magesuffers a disaster, taking damage and/or losing equipment due to a fire, explosion or other catastrophe.Unless the mage is delving into the dark arts, there is no chance that he will summon a demon. Alternately,the GM can rule that the mage follows a promising but ultimately misleading research path and that he willautomatically fail the next 1d research rolls until he gets back on the right track. Once the mage knows thespell at skill level 12 or better, he can attempt to teach it to other wizards. If the spell is impossible, no rollcan ever succeed, and an eventual critical failure is inevitable.

If the wizard has access to a decent magical library and can make a successful Research skill roll, he mayadd +1 to his effective Thaumaturgy skill for that research period, or +2 on a Critical Success. Failure givesno bonus or penalty. Critical failure gives -2 to the skill roll. The GM can rule that a truly excellent librarygives +2 on an ordinary success or +4 on a critical success. (The Hogwarts library counts as being “trulyexcellent” if the characters have carte blanche roam the stacks as they please and uninterrupted study time.Study time snatched between classes, with no access to the restricted section and Madame Pince breathingdown the character’s necks, reduces the bonus to +1, or +2 on a critical success.)

(5) To research spell variations, use the same process as above, but use a base research period of 20 hours,with a penalty of -1 for a trivial change to the spell to -3 for a major change to the spell.

(6) A mage can attempt to “reverse engineer” a spell he sees being cast or that he knows to exist based onaccurate accounts of its use. In this case, the mage must use the same process as for inventing spells, but noIQ roll is needed to think of the spell, and rolls to Thaumaturgy skill are at +1 if the mage is working fromwritten records or +2 if he has actually seen the spell in use.

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Example: In her 4th year at Hogwarts, Hermione wishes to invent a spell that will tell the caster which wayis north. She has IQ 14, Research-12 and Thaumaturgy-15. The GM rules that the spell is trivial enoughthat it requires no Magery or spell prerequisites, and is, in fact, identical to the Find Direction spell fromGURPS Magic. Hermione easily makes her IQ roll to think up the spell, and easily makes herThaumaturgy skill roll to determine that it is possible. The base time period to research the spell is 40hours, since there are no levels of Magery or prerequisites required for the spell, this number is notadjusted. Since the spell is very simple, the skill penalty to invent it is -4. Hermione starts by researchingthe spell in the Hogwarts school library. This is an excellent facility, so any bonuses for success aredoubled. Hermione makes her Research skill roll, so she gets a +2 bonus to her invention roll. After 40hours of work and study, she rolls vs. her adjusted Thaumaturgy skill of 13 (-4 for spell difficulty, +2 for asuccessful research roll). She rolls a 12, and invents the spell. She can now put ½ a point into the spell.She does so and now knows the spell at skill level 13 (IQ-2, +1 for Eidetic Memory). Since she knows thespell at level 12 or better, she can teach it to her friends.

The Standard Book of Spells

This section describes the Colleges of Magic described in GURPS Magic and GURPS Grimoire as theyapply to the world of Harry Potter.

A Note on Names: The spells described in the Harry Potter books are usually described by the “word ofpower” that activates the spell. These names are usually (loosely) based on Latin. For example, “Oblivio” isthe proper name for the Permanent Forgetfulness spell and “Leviosa” corresponds to the GURPSApportation spell. In some cases, the Harry Potter spell and the GURPS spell of the same name havedifferent effects (notably, the Apportation spell mentioned above). For simplicity, I have retained thestandard GURPS spell names. GMs and players are encouraged to match the names of the spells describedin the novels to spells given on the lists below.

In many cases, there is an underlying “word of power” that is applied to a specific object. For example,“Mobilarbus” (“Move Tree”) and “Mobilacorpus” (“Move Body”) both use the underlying spell of“Mobilirum.” While I have treated different applications of a similar underlying magical concept asdifferent spells, the GM should be generous in letting similar spells default to one another.

Learning Magic at Hogwarts: If there are thousands of spells available, why then do Hogwarts studentslearn so few of them?

First, while Hogwarts students are extremely talented, they are still students. Presumably, much of theirclass time is spent learning how magic works, which increases their Thaumaturgy and Occultism skills.

Second, the books only show spells that have dramatic potential. Hogwarts students presumably know lotsof spells, but presumably they are trivial spells that shine shoes, mend robes, change bedding and removeink stains. These are handy spells for everyday life, but not much use in a crisis.

Finally, while Hogwarts students are intelligent, they are still not adults. The school faculty, being no fools,does not allow impulsive, hormone-charged teens access to seriously dangerous or disruptive magic. Thereare very good reasons why students are not taught the dark arts, and for why the really interesting spells arehidden in the restricted section of the library. Hogwarts students do a good enough job of maiming eachother without resorting to spells such as Deathtouch or Explosive Fireball.

In a campaign set at Hogwarts, the GM should carefully determine which spells are available to the playersand then stick to that list. If the players whine that a particular spell isn’t on the list the GM can either say“It’s in the restricted section of the library.” (i.e., It’s an adventure to learn it.) or “You’ll learn that nextyear.” (i.e., “No, you can’t have it, stop whining.”) In severe cases, the GM can rule that either Hogwartsdoesn’t teach the spell or that the spell doesn’t exist.

Finally, remember that magic at Hogwarts, like elsewhere in the wizarding world is strictly bound by socialconventions. Obnoxious students (i.e., players) will quickly get a bad reputation, either with the faculty,their fellow students, or both. Students who use magic destructively will face increasingly severedisciplinary measures. Attempted murder, arson, kidnapping and the like are all crimes, whether you use

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spells or more mundane weapons.

Changes to Colleges of Magic

Animal: All Spells in the college are available, although they aren’t very commonly used.

Body Control: All spells in this college are available and they are used very frequently. Unfortunately,many Body Control spells are "Gray" and some are "Dark."

Communication and Empathy: This college is greatly limited, and what spells are available tend to beGray or Dark. Given that two of the three major Unforgivable spells are from the Communication andEmpathy college, perhaps it is understandable that the whole college is held in disrepute. In the world ofHarry Potter, there don't seem to be many spells that allow the caster to see inside the subject’s mind or toperform subtle alterations to the subject’s personality.

Elemental: Elemental spells don’t exist.

Earth: Most Earth spells (except element spells) exist, but they aren’t commonly taught, some are Gray.

Air: All Air spells (except elemental spells) exist, although some are Gray.

Fire: Most Fire spells (except elemental spells) exist, several are Gray and a few are Dark.

Water: All Water spells (except elemental spells) exist, several are Gray and one is Dark.

Enchantment: This college has major changes. Most importantly, the Scroll, Staff and Powerstone spellsdo not exist. To compensate, the cost to produce magic items is considerably reduced and spells are easier.See Magic, above.

Food: All these spells exist, but a few are considered Dark.

Healing: All Healing spells exist, with the exception of Resurrection.

Gate: This college is somewhat restricted. Spells that deal with alternate dimensions don’t seem to exist (orif they do, they are Rare or Secret). Spells that deal with time or which open Gates to other places on earthdo exist, but are greatly restricted by the Ministry of Magic. For this reason, they might be considered to beGray.

Illusion and Creation: This college is greatly changed. Illusion spells are rare except for Illusion Disguise,Illusion Shell and Simple Illusion. It is much easier to create objects (including semi-permanent createdobjects) so illusions are correspondingly rare.

Knowledge: This college is extremely limited. Spells that allow the mage to see or predict the future (suchas Divination) require the Divination Talent. Spells that provide information don't just provide a "flash ofinsight;" instead, they report their information in a more tangible form. For example, the Seeker spellwouldn't just let the wizard "know" where the spell subject was - instead the spell might provide a map ofthe mage's area with the route to the subject traced out in red ink. While this has no effect how Knowledgespells are used or the information they provide, it is an important "special effect."

Light and Darkness: All spells of this college exist and they are basically unchanged.

Making and Breaking: Most spells of this college exist and they are basically unchanged. This college ispresumably very popular given the essentially peaceful, practical mindset of the wizarding world.

Metaspells: This college is somewhat limited.

Mind Control: Like the college of communication and empathy, this college is very limited. Many spells inthis college are considered to be Dark or at least Gray.

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Movement: This college is unchanged and most spells are commonly used.

Necromantic: This college is either greatly restricted or most of its spells are Dark and either Rare orSecret. With few exceptions, the remaining spells are Gray. It is also quite possible that spells dealing withDemons and the Undead don’t exist.

Plant: This college is unchanged and most spells are commonly used.

Protection and Warning: This college is unchanged and most spells are commonly used.

Sound: This college is unchanged and most spells are commonly used.

Technology: This college is somewhat restricted, if only by the fact that most wizards suffer from thePrimitive disadvantage. Because of this, Technology spells that deal with items of TL6 or higher is rare.Wizards who take an active interest in muggle technology, such as Arthur Weasley, are exceptional. TheMinistry of Magic takes a dim view of wizards who enchant mundane items.

--

Chapter 5 - Restrictions & Changes to GURPS SpellsBecause of the changes to the standard GURPS colleges of magic, some spells are unavailable or arerestricted in some way.

Description of Status Abbreviations

• A -- The spell is a White Art and can be learned from any common source.

• D -- The spell is Dark Art. Its use is highly restricted, probably illegal and considered sociallyunacceptable. A D spell with an asterisk after it is considered “unforgivable.”

• G -- The spell is Gray Art. Its use is restricted, possibly illegal, and/or considered impolite in certainsituations.

• H -- The spell is taught (or can be learned) at Hogwarts School.

• K -- The spell is a Divination spell and requires the Divination Talent.

• L -- The spell has legal restrictions associated with it, but is otherwise commonly available.

• No -- The spell is not available.

• R -- The spell is Rare. It is not commonly taught and can’t be learned from commonly-available spellbooks.

• S -- The spell is Secret or Unknown. If the GM rules that the spell is available at all, it is known to onlya few mages who keep their knowledge private.

Spell Name College Status Page ReferenceAir SpellsAir Jet Air A, H p. M34Air Vision Air/Knowledge K p. G24

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Air Vortex Air/Movement R, G p. G25, Co98 (as Carpet ofYimsha)

Body of Air Air R p. M34, BT73, Ho57Body of Wind Air R p. G25, RU93Breathe Water Air/Water H p. B157, M35Cloudkill Air D, S p. MYTH29Clouds Air/Air (Weather) A p. B157, M35, BT73Concussion Air/Sound G p. G24Control Air Elemental Air No p. M33Create Air Air A, H p. B157, M34Create Air Elemental Air No p. M33Destroy Air Air G p. M35Devitalize Air Air D p. G24Earth to Air Earth/Air G p. B156, M32, G106Essential Air Air A p. G26Ether Static/TL Air A p. TM17Explosive Lightning Air D, S p. MYTH30Lightning Air/Air (Electricity) D, R p. B158, M36No-Smell Air A p. M34Odor Air A, H p. M35, Roleplayer #5Predict Weather Air/Air (Weather) A p. B157, M35Purify Air Air A p. B157, M34, TM17Purify Signal/TL Air R p. TM17Rain Air/Air (Weather)/Water A p. B157, M35, BT74, VTM113Sandstorm Air/Earth G, R p. G25Seek Air Air A p. G24Seek Emitter/TL Air R p. TM17Shape Air Air A p. B157, M34Static Charge Air G p. TM17Stench Air G p. M35, Roleplayer #5Summon Air Elemental Air No p. M33Walk on Air Air A p. B157, M35Wall of Wind Air A p. G25Whirlwind Air G, R pp. M35-36, Roleplayer #5Windstorm Air G, R AN p. 84, BT75, Roleplayer #5

Air (Weather)Cloud Vaulting (VH) Movement/Air (Weather)/Water

(Weather) Ap. G81,Ch113

Clouds Air/Air (Weather) A p. B157, M35, BT73Cloud-Walking Movement/Air (Weather)/Water

(Weather)A p. G81

Cool Air (Weather) A p. G27Predict Weather Air (Weather) A p. B157, M35Rain Air/Air (Weather)/Water A p. B157, M35, BT74, VTM113Storm Air (Weather)/Water (Weather) G p. G26Warm Air (Weather) A p. G27Wind Air (Weather) A p. G26

Air (Electricity)Ball of Lightning Air (Electricity) D, R p. G28Body of Lightning Air (Electricity) D, S p. G29Electric Armor Air (Electricity) D, S p. G28Electric Missiles Air (Electricity) D, S p. G27Electric Weapon Air (Electricity) D, S p. G27Lightning Air (Electricity) D, R p. B158, M36Lightning Stare Air (Electricity) D, R p. G28Lightning Whip Air (Electricity) D, R p. G28

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Resist Lightning Air (Electricity)/ Protection & Warning A p. G27Shocking Touch Air (Electricity) G, R p. G27Spark Cloud Air (Electricity) D, R p. G29Spark Storm Air (Electricity) D, S p. G29Wall of Lightning Air (Electricity) G, R p. G28

Animal Spells(Animal) Control Animal A p. G9Animal Control:Amphibian Control

Animal A p. G9

Animal Control:Arachnid Control

Animal A p. G9

Animal Control:Crustacean Control

Animal A p. G9

Animal Control:Protozoan Control

Animal A p. G9

Animal Control: Worm(lower Metazoan)Control

Animal A p. G9

Beast Control Animal G p. BT73Beast Link Animal G, R p. M23Beast Possession Animal A p. M24, p. AZ76Beast Rouser Animal A p. G9Beast Seeker Animal A p. M23Beast Soother Animal A, H p. B155, M23Beast Speech Animal A p. M25Beast Summoning Animal A p. B155, BT73, M23Bird Control Animal A p B155, M24Borrowing Animal/Communication & Empathy No p. DW139Call Swarm Animal G, R pp. RU93-94Fish Control Animal A p. M24Great Shapeshifting(VH)

Animal A p. G12-13, AN81

Human Speech Animal A p. J1e92Hybrid Control (VH) Animal A, L p. G9Insect Control Animal A p. M24Mammal Control Animal A p. B155, M24, Ho57Mass Shapeshift Others(VH)

Animal R, L p. AN80

Master Animal A p. M23Merging Shapeshifting(VH)

Animal G, R p. G12, AN80-81

Mollusk Control Animal A p. M24Morphic Tweaking (VH) Animal/Body Control No p. DW140-41Part. Shapeshift:Chameleon Eyes

Animal A pp. G11

Part. Shapeshift:Crocodile Jaws

Animal A pp. G11

Part. Shapeshift:Elephant Trunk

Animal A pp. G11

Part. Shapeshift:Feathered Arms

Animal A pp. G11

Part. Shapeshift: FishTail

Animal A pp. G11

Part. Shapeshift:Mountain Goat Hooves

Animal A pp. G11

Part. Shapeshift: Saber-Teeth

Animal A pp. G11

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Part. Shapeshift:Scorpion Tail

Animal A pp. G11

Part. Shapeshift:Serpent’s Fangs

Animal A pp. G11

Part. Shapeshift: SkunkTail

Animal A pp. G11

Part. Shapeshift: SpiderArms

Animal A pp. G12

Part. Shapeshift: TigerPaws

Animal A pp. G12

Part. Shapeshift: ToadTongue

Animal A pp. G12

Part. Shapeshift: TurtleShell

Animal R pp. G12

Partial Shapeshifting(VH)

Animal R pp. G11-12, 99

Permanent BeastPossession (VH)

Animal G, S p. G10

Permanent Shapeshifting(VH)

Animal G p. G12

Repel (Animal) Animal A p. G10Repel Animal:Amphibian

Animal A p. G10

Repel Animal: Arachnid Animal A p. G10Repel Animal: Birds Animal A p. G10Repel Animal:Crustacean

Animal A p. G10

Repel Animal: Fish Animal A p. G10Repel Animal: Insect Animal A p. G10Repel Animal: Mammals Animal A p. G10Repel Animal: Mollusk Animal A p. G10Repel Animal: Protozoan Animal A p. G10Repel Animal: Reptile Animal A p. G10Repel Animal: Worm(lower Metazoan)

Animal A p. G10

Repel Hybrids (VH) Animal A p. G10Reptile Control Animal A p. B155, p. M24Rider Animal R p. M24, G98Rider Within Animal G, R p. M24, G98, AZ76Shapeshift Others (VH) Animal G p. M25, G99, AN80, MA190,

Vk85Shapeshift Other(Human)

Animal G Pyramid #23

Shapeshifting (VH) Animal G p. M25, G99, AN80, AZ75, Ho57,MA190, Vk85

Shapeshifting (Human) Animal G Pyramid #23Spider Silk Animal A p. G10

Body Control SpellsAccelerate Pregnancy Body Control R p. TM17Agonize Body Control D* p. G18Alter Body Body Control A p. M28, p. AN82Alter Visage Body Control A p. M28, p. AN82Alter Voice Body Control/Sound A p. G18Ambidexterity Body Control A p. G16Balance Body Control A p. G16Boost (Attribute) Body Control A p. G13Boost Dexterity Body Control A p. G13

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Boost Health Body Control A p. G13Boost Strength Body Control A p. G13Cadence Body Control R p. G16Choke Body Control D* p. G15Climbing Body Control R p. M26Clumsiness Body Control A p. M26Control Limb Body Control G, H pp G14-15Corpulence (VH) Body Control G, R p. G17Curse-Missile Body Control G, H p. M27Deathtouch Body Control D* p. M27Decapitation (VH) Body Control G, R p. G17, RU94Dexterity Body Control A p. M26Dispersal Dream (VH) Fire/Body Control No p. MYTH29-30Enlarge (VH) Body Control A p. G19Enlarge Other (VH) Body Control A pp. G19Fatigue Body Control G p. M27Frailty Body Control D p. G14Fumble Body Control A, H p. G16Gauntness (VH) Body Control G, R p. G17Hair Growth Body Control A, H p. G17Haircut Body Control A, H pp G16-17Hinder Body Control A, H p. M27Hold Breath Body Control A p. G14Hunger Body Control/Food G p. G15Itch Body Control A, H p. M25Lengthen Limb Body Control R p. G18Might Body Control A p. M26Morphic Tweaking (VH) Animal/Body Control No p. DW140-41Pain Body Control D* p. M26Paralyze Limb Body Control G, H p. M27PartialMechamorphosis/TL

Body Control No p. TM18

Partial Mech: AntennaeEars

Body Control No p. TM18

Partial Mech: Chain SawArm

Body Control No p. TM18

Partial Mech: ComputerBrain

Body Control No p. TM18

Partial Mech: FingerTool

Body Control No p. TM18

Partial Mech: FootWheels

Body Control No p. TM18

Partial Mech: Gunhand Body Control No p. TM18Partial Mech: HeadlightEyes

Body Control No p. TM18

Partial Mech: HydraulicLimbs

Body Control No p. TM18

Partial Mech: VacuumMouth

Body Control No p. TM18

Partial Mech: Video Eye Body Control No p. TM18Perfume Body Control G, H p. G14Reflexes Body Control A p. G16Resist Pain Body Control A p. M28Retch Body Control G, H p. G15Rooted Feet Body Control A, H p. M27Roundabout Body Control A p. M27Sensitize Body Control D, R p. G17Sickness Mind Control/Body Control D, R p. M66

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Shrink (VH) Body Control R pp. G18-19, AN82Shrink Other (VH) Body Control G, R p. G19, AN82Spasm Body Control G p. M25Stop Spasm Body Control/Healing A p. G15Strike Anosmic Body Control D, R p. G14Strike Barren Body Control/Necromantic A, L p. G14Strike Blind Body Control G p. M26Strike Deaf Body Control G p. M26Strike Dumb Body Control G p. M26-27Strike Numb Body Control G p. G14Stun Body Control A, H p. M26Tanglefoot Body Control A, H p. M27Thirst Body Control G p. G15Tickle Body Control A, H p. G15Total Paralysis Body Control G, H p. M27Touch Body Control A p. G13Vigor Body Control A p. M26Weaken Blood Body Control D, R p. G16Wither Limb Body Control D, R p. M27

Communications andEmpathy SpellsAwaken Gei-ryo Communication & Empathy R p. J1e92Awaken Tsukomogami Communication & Empathy R p. J2e101Borrow Language Communication & Empathy R p. M30Borrow Number/TL Communication & Empathy S p. TM18Borrow Skill Communication & Empathy S p. M30, Roleplayer #3Borrowing Animal/Communication & Empathy No p. DW139Broadcast Spell/TL (VH) Communication & Empathy G, S p. TM19Communication (VH) Communication & Empathy A p. G20Compel Lie Mind Control/Communication &

EmpathyG, S p. G76

Compel Truth Communication & Empathy A, H p. M28, Cam24Control Person Communication & Empathy D* p. M29, Cik16Create Aquastor(VH) Communication & Empathy/Illusion

and CreationNo p. NS93

Create Eidolon (VH) Communication & Empathy/Illusionand Creation

No p. NS93

Delete Commercials/TL Communication &Empathy/Technology (Machine)

R p. TM18

Dream Projection Communication & Empathy G, R p. G21Dream Sending Communication & Empathy/Mind

ControlG, R p. G21

Dream Viewing Communication & Empathy G, R p. G21Exchange Bodies (VH) Communication & Empathy D*, R p. M30, G99Exorcism Communication & Empathy R p. M30, J1e93, Roleplayer #3Gift of Letters (VH) Communication & Empathy R p. M30, Roleplayer #3Gift of Tongues (VH) Communication & Empathy R p. M30Hide Emotion Communication & Empathy A p. G20Hide Thoughts Communication & Empathy A p. M29Identify Caller/TL Communication & Empathy A p. TM19Insignificance Communication & Empathy A, H p. G20Lend Language Communication & Empathy A p. M30Lend Skill Communication & Empathy A p. M30, Roleplayer #3Machine Speech/TL Technology (Machine)/Communication

& EmpathyS p. G96

Magic Switchboard/TL Communication & Empathy R p. TM19Message Sound/Communication & Empathy A p. G94

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Mind Search (VH) Communication & Empathy D, R p. M29Mind Sending Communication & Empathy G, R p. M29Mind-Reading Communication & Empathy D, R p. B155, M28Permanent Possession(VH)

Communication & Empathy D* p. M29

Persuasion Communication & Empathy G p. B155, M29Possession (VH) Communication & Empathy D* p. M30, BT77Presence Communication & Empathy G p. G20Repel Spirits Communication & Empathy A p. J2e101Retrogression Communication & Empathy G, R p. G21, Co98Seek Number/TL Communication &

Empathy/KnowledgeA p. TM18

Sense Emotion Communication & Empathy R p. B155, M28Sense Foes Communication & Empathy A p. B155, M28Sense Life Communication & Empathy A p. B155, p. M28, p. BT74Sense Spirit Communication & Empathy A p. J1e92Soul Rider Communication & Empathy D, R p. M29Speed Data/TL Communication &

Empathy/Technology (Machine)S p. TM19

Summon Gaki Communication & Empathy No p. J1e93, J2e101Summon JapaneseDemon

Communication & Empathy No p. J1e93

Summon Japanese Ghost Communication & Empathy No p. J1e93Telepathy (VH) Communication & Empathy G, S p. M29Truthsayer Communication & Empathy A p. M28Turn Spirit Communication & Empathy A p. J2e101Vexation Communication & Empathy G, R p. G20Wrong Number/TL Communication & Empathy A p. TM18Earth SpellsAlter Terrain (VH) Earth G, R p. G23, AN84Body of Stone (VH) Earth R p. M32Control Earth Elemental Earth No p. M33Create Earth Earth A p. B156, M32Create Earth Elemental Earth No p. M33Earth to Air Earth/Air G p. B156, M32, G106Earth to Stone Earth A p. B156, M32, G105Earth to Water Earth/Water G p. G24Earth Vision Earth/Knowledge R p. B156, M32Earthquake Earth D, R p. M33, Cam24Entombment Earth D, R p. M32Essential Earth Earth R p. G22Flesh to Stone Earth D, R p. M32, G106Move Terrain (VH) Earth G, S p. G23, AN84Mud Jet Earth/Water A p. G22Partial Petrifaction (VH) Earth G p. G22, AN83Predict Earth Movement Earth A, K p. J1e 92, J2e102Purify Earth Earth/Plant A p. G24, WW83Rain of Stones Earth G, R p. G22Sand Jet Earth G, R p. M31Seek Coastline Earth A p. J1e 92Seek Earth Earth A p. B156, M31Seek Pass Earth A p. J1e 92, J2e102Shape Earth Earth A p. B156, M31Shape Stone Earth A p. M31, AN83-84Steelwraith Earth R p. G22Stone Missile Earth G p. B156, M32Stone to Earth Earth A p. B156, M32, G105Stone to Flesh Earth G p. M32, G106

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Summon EarthElemental

Earth No p. M33

Swallowing Soil Earth A p. RU95Volcano Earth D p. M33Walk through Earth Earth R p. M31

Elemental Spirit SpellsControl (Type)Elemental

Earth, Air, Fire, Water No p. B157, M33

Create (Type) Elemental Earth, Air, Fire, Water No p. B157, M33Summon (Type)Elemental

Earth, Air, Fire, Water No p. B156-7, M33

Sympathetic Magic Earth, Air, Fire, Water No p. Ch110

Enchantment SpellsAccuracy Enchantment (Weapon) A p. B160, M44Amulet Enchantment A p. G38Bane Enchantment (Weapon/Limiting) A p. M45, TM21Cornucopia Enchantment (Weapon) A p. CM101, M45Create Chimera (VH) Enchantment G p. TM20Crystal Ball Enchantment (Wizard's Tools) A p. M42, p. AN84, DW142Curse Virus/TL Enchantment No p. TM20Dancing Shield Enchantment (Armor) R p. G40Dancing Weapon Enchantment (Weapon) R p. M45Defending Shield Enchantment (Armor) R p. G40Defending Weapon Enchantment (Weapon) R p. G40Deflect Enchantment (Armor) A p. B161, M46Doppelganger (VH) Enchantment D, R p. G40Effigy (VH) Enchantment (Wizard's Tools) D, R p. G42Electric Power/TL Enchantment R p. TM20, Pyramid 17, p. 72-73Enchant (VH) Enchantment A, H p. B160, M42Ensorcel (VH) Enchantment A, H p. G39Fortify Enchantment (Armor) A p. B161, M46, TM20Ghost Weapon Enchantment (Weapon) R p. G41Golem (Stygian Knight) Enchantment No p. MYTH61Golem (VH) Enchantment G, R p. M44, AN39, TM19, 49Graceful Weapon Enchantment (Weapon) R p. G41Great Wish (VH) Enchantment No p. M44Hex Enchantment A p. M43Hideaway Enchantment A p. M44Homunculus Enchantment (Wizard's Tools) No p. G42, Co98Leak Enchantment G p. G40Leave Curse Enchantment No p. AZ73Lesser Wish (VH) Enchantment No p. M43Lighten Enchantment (Armor) A p. B161, M46Limit Enchantment (Limiting) A p. M46Link Meta-Spells (Linking) /Enchantment

(Limiting)A p. M64

Loyal Sword Enchantment (Weapon) A p. M45Malefice (VH) Enchantment D p. G39, DW134, Eg95Mana Warhead/TL Enchantment (Weapon) D, S p. TM21Manastone (VH) Enchantment (Wizard's Tools) S p. G42Name Enchantment (Limiting) A p. M46One-College Powerstone Enchantment (Wizard's Tools) No p. G42Password Enchantment (Limiting) A p. M46Penetrating Blade Enchantment (Weapon) R p. G41Power Enchantment R p. B160, M43Powerstone Enchantment (Wizard's Tools) No p. B161-62, M47

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Puissance Enchantment (Weapon) R p. B160, M44Quick Draw Enchantment (Weapon) R p. M44Quick-Aim Enchantment (Weapon) R p. G41Remove Enchantment Enchantment A p. B160, M43Scroll Enchantment No p. B160, M42, DW134, TM19Simulacrum (VH) Enchantment No p. G39, Co97Soul Golem (VH) Enchantment (Wizard's Tools) D, R p. G42Soul Stone (VH) Enchantment (Wizard's Tools) D, R p. G42Soulburner Gestalt (VH) Enchantment No p. TM20-21Speed Enchantment A p. M43Spell Stone Enchantment S p. G38Spell Targeting/TL (VH) Enchantment (Weapon) S p. TM21Spellbook Enchantment (Wizard’s Tools) No pp. MI239-40Spellgraft (VH) Enchantment No p. TM20Spellprocessor/TL Enchantment S p. TM19Staff Enchantment No p. DW132Staff Enchantment (Wizard's Tools) No p. B161, M47, DW134Summons TechnicianImp

Enchantment No p. DW142

Suspend Enchantment Enchantment A p. M43Talisman Enchantment A p. G38, DW134Temporary Enchantment Enchantment A p. MI121Tupilak (VH) Enchantment A p. FB110Video Entity/TL Enchantment S p. TM20Weapon Spirit (VH) Enchantment (Weapon) R p. G41, MI187 (as Sword Spirit)Wish (VH) Enchantment No p. M43

Fire SpellsBody of Flames (VH) Fire D, R p. G31Breathe Fire (VH) Fire G p. M38Burning Death Fire/Necromantic D*, R p. G33, Co97Burning Touch Fire D p. G30, TM21Cold Fire A p. B159, M37Control Fire Elemental Fire No p. M33Create Fire Fire A, H p. B158, M36, VTM112Create Fire Elemental Fire No p. M33Detonate Fire R p. TM21Dispersal Dream (VH) Fire/Body Control No p. MYTH29-30Essential Flame Fire A p. M38Explosive Fireball Fire D p. M38Extinguish Fire Fire A p. B158, M37Fast Fire Fire A p. G29Fire Cloud Fire D pp. G30-31Fire Proof Fire A p. M37Fireball Fire D p. B159, M37Flame Jet Fire G p. M38Flameturning Fire A p. G30Flaming Armor Fire G, R p. G31Flaming Missile Fire G, R p. M38Flaming Weapon Fire G, R p. M38Heat Fire A p. B158-9, M37High Explosive Fireball Fire No p. TM21Ignite Fire Fire A p. B158, M36, VTM111-112Mass Detonate Fire No p. TM21Phantom Flame Fire A p. M38Rain of Fire Fire D, R p. G30Resist Cold Fire A p. M37Resist Fire Fire A, H p. M37

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Ring of Fire Fire G, S p. MYTH30Seek Fire Fire A p. G29Shape Fire Fire A, H p. B158, M37, VTM112Shaped-Charge Fireball Fire D, S p. TM21Slow Fire Fire A p. G29Smoke Fire G p. G30Summon Fire Elemental Fire No p. M33Sumpjumper’sIncendiary Surprise

Fire R p. DW141

Sunblock Fire/Light & Darkness/Protection &Warning

A Pyramid #23

Sunburn Fire/Light & Darkness G Pyramid #23Walk on Fire Fire A p. J1e 92Warmth Fire/Protection & Warning A p. G30

Food SpellsAnimate Food Food/Necromantic G Pyramid #23Banquet Food A p. M49Consume Food Food S Pyramid 17, p. 74Control Food Food R Pyramid #23Cook Food A p. M48Create Food Food A p. M48Cure Dehydration Healing/Food A p. G52Cure Starvation Healing/Food A p. G52Decay Food G p. M48Distill Food A p. M49Englebert’s Enhancer Food S p. DW142Essential Food (VH) Food R p. G43Far-Tasting Food S p. G43Ferment Food A p. M48Food Jet Food R Pyramid #23Foul Water Water/Food G p. G32Guns to Butter Food S p. TM22Hunger Body Control/Food D, R p. G15Know Recipe Food/Knowledge/Technology A p. G43, G95, TM22Monk's Banquet Food R p. M49, Cam24Poison Food Food D p. M48Prepare Game Food A p. G43Preserve Food Food A p. M48Purify Food Food A p. M48Scents of the Past Knowledge/Food R p. G63Season Food A p. G43Seek Food Food A p. M48Shape Food Food R Pyramid #23Spice Jet Food R Pyramid #23Test Food Food A p. M48Thirst Body Control/Food G p. G15Water to Wine Food A p. M49Wizard Mouth Knowledge/Food/Sound R p. G61Wizard Nose Knowledge/Food R p. G61

Gate SpellsAccelerate Time (VH) Gate G, R p. G50Banish Necromantic/Gate G, R p. M75, SP106Beacon Gate A p. G44Blink Other (VH) Movement/Gate G, R p. G81Control Gate Gate G, L, R p. G49, CM98, WW80-81 (as

Open (or Close) Gate)

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Create Door Gate G pp. G48-49Create Gate (VH) Gate G, R pp. G49-50, CM98-99Divert Teleport (VH) Gate/Movement G p. G48Hide Object Gate A pp. G44-45Phase Gate A p. G46Phase Other (VH) Gate G p. G46Planar Summons Necromantic/Gate No p. M74Planar Visit Gate No p. G45Plane Shift (VH) Gate No p. G46Plane Shift Other (VH) Gate No p. G46Rapid Journey (VH) Gate S pp. G47-48, Co98Reverse Stupidity Gate S Pyramid #23Sanctuary Gate R p. G45Scry Gate Gate R, D p. G49, CM100Seek Gate Gate R p. G49, CM100Slow Time (VH) Gate G, R p. G50Summon Minor Demon Necromantic/Gate No p. G87, Roleplayer #25Summon MirrorCreature

Gate No p. NS94

Suspend Time (VH) Gate G, R p. G50-51, DW142-43Teleport (VH) Movement/Gate L p. M71, DW137Teleport Other (VH) Movement/Gate L p. M71Teleport Shield Movement/Gate A p. M78Time Out (VH) Gate G, R p. G51Timeport (VH) Gate G, S pp. G46-47Timeport Other (VH) Gate G, S p. G47, WW80 (as Time Travel)Timeslip Gate G, S p. G47Timeslip Other (VH) Gate G, S p. G47Trace Teleport Gate A p. G47

Gene Weaving SpellsAdapt Breathing (VH) Gene G Pyramid December 11, 1998Adapt Skin (VH) Gene G Pyramid December 11, 1998Affix New Limb (VH) Gene G Pyramid December 11, 1998Awaken Self-Knowledge(VH)

Gene G Pyramid December 11, 1998

Boost Drug/TL Gene S Pyramid December 11, 1998Dominant Gene (VH) Gene G Pyramid December 11, 1998Dwindle Tumor (VH) Gene A Pyramid December 11, 1998Metastasize (VH) Gene D Pyramid December 11, 1998Musculate (VH) Gene G Pyramid December 11, 1998Pheromones (VH) Gene G Pyramid December 11, 1998Reform Limb (VH) Gene G Pyramid December 11, 1998Reform Skeleton (VH) Gene G Pyramid December 11, 1998Resequence (VH) Gene S Pyramid December 11, 1998Sculpt Flesh (VH) Gene G Pyramid December 11, 1998Seek Genome Gene S Pyramid December 11, 1998The Brain! (VH) Gene S Pyramid December 11, 1998Uplift (VH) Gene S Pyramid December 11, 1998

Healing SpellsAwaken Healing A p. B162, M49Body-Reading Healing A p. G51Catch Wound Healing R p. DW143Charge Mandrake Healing No p. MYTH29Cleansing Healing A p. G52Critical Healing Healing A p. CII156Cure Addiction (VH) Healing A p. G55

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Cure Dehydration Healing/Food A p. G52Cure Disease Healing A p. M50Cure Insanity (VH) Healing L p. G55Cure Starvation Healing/Food A p. G52Detect Poison Healing A p. G51Diagnose Loss of Soul Healing No p. AZ73Ease Labor Healing A p. TM22Halt Aging (VH) Healing R p. M51, Cam24-25Heal Burns Healing A p. CII156Healing Slumber Healing A p. G52, MI149Instant Neutralize Poison(VH)

Healing A p. G52

Instant Regeneration(VH)

Healing S p. M51

Instant Restoration (VH) Healing S p. M51Lend Health Healing R p. B162, M49Lend Life Healing No Pyramid #23Lend Strength Healing R p. B162, M49Major Healing (VH) Healing A p. B162, M50Minor Healing Healing A p. B162, M50Neutralize Poison Healing A p. M50Recover Soul (VH) Healing No p. AZ162Recover Strength Healing A p. B162, M49Regeneration (VH) Healing A p. M51Relieve Addiction Healing A p. G54Relieve Madness Healing R p. G54Relieve Paralysis Healing A pp. G53-54Relieve Sickness Healing A p. G54Resist Disease Healing/Protection & Warning A p. G54Resist Poison Healing/Protection & Warning A pp. G54-55Restoration (VH) Healing A p. M51Restore Hearing Healing R p. G55Restore Memory Healing A p. G53Restore Sight Healing R p. G55Restore Speech Healing R p. G55Resurrection (VH) Healing/Necromantic No p. M51Sense Disease Healing A p. TM22Share Health Healing R pp. G51-52Share Strength Healing R p. M50Spolt’s ForthrightRespirator

Healing S p. DW144

Sterilize Healing G p. M50Stop Bleeding Healing A p. G53Stop Paralysis Healing A p. G53Stop Spasm Body Control/Healing A p. G15Suspended Animation Healing G p. M50, BT75Transfer Health Healing R p. J1e93-94, J2e 104Transfer Pregnancy Healing G, R p. TM22Youth (VH) Healing S p. M51

Illusion and CreationSpellsComplex Illusion Illusion and Creation R p. M45, AN85, Cam25Control Creation Illusion and Creation R p. M52Control Illusion Illusion and Creation R p. M52, Cam25,Create Animal Illusion and Creation A p. M52Create Aquastor(VH) Communication & Empathy/Illusion

and CreationNo p. NS93

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Create Craftsmen Illusion and Creation R p. J1e94, J2e 104Create Eidolon (VH) Communication & Empathy/Illusion

and CreationNo p. NS93

Create Mount Illusion and Creation A p. G57Create Object (VH) Illusion and Creation A p. M52Create Servant Illusion and Creation G, R p. M52Create Warrior Illusion and Creation G, R p. M52Dispel Creation Illusion and Creation A p. M53Dispel Illusion Illusion and Creation No p. M52, Cam26Duplicate (VH) Illusion and Creation R pp. G56-57Erignya’s SurprisingBouquet

Illusion and Creation A p. DW144

False Coins Illusion and Creation G p. J1e94, J2e 104Fresnel’s WonderfulConcentrator

Illusion and Creation R p. DW144

Illusion Disguise Illusion and Creation G, R p. M52, Cam25, Cik16Illusion Shell Illusion and Creation A p. M51, AN85, Cam25Independence Illusion and Creation A p. M53, Cam26,Initiative Illusion and Creation A pp. G57-58Inscribe Illusion and Creation A p. G56Know Illusion Illusion and Creation A p. M53, AN84, Cam26,Perfect Illusion Illusion and Creation R p. M51, Cam25, Cik16Phantom (VH) Illusion and Creation R p. G57Simple Illusion Illusion and Creation A p M47, AN85, Cam25, Cik15

Knowledge SpellsAir Vision Air/Knowledge A, K p. G24Alarm Knowledge A p. M53Analyze Genetics Knowledge S p. TM23Analyze Magic Knowledge A p. B163, M55Ancient History Knowledge A, K p. M54Astral Vision (VH) Knowledge/Necromantic No p. G61Aura Knowledge R p. B163, M53, Rel108Detect Magic Knowledge A p. B162, M53, Cam26Divination Knowledge A, K p. M55, AN85-86, AZ73-74,

Cam26, CM99, DW144-45,Rel108, RU95, TM23, IR115,Roleplayer #21

Divination: Aeromancy Knowledge A, K p. M56, Roleplayer #21Divination: Arithmancy Knowledge A, H p. M56Divination: ArmMeasuring

Knowledge R, K p. G59, Az73

Divination:Astragryomancy

Knowledge R, K p. M57, G59, Roleplayer #21

Divination: Astrology Knowledge A, K, H p. M56, An86, DW144-45, IR116,J1e94, Rel109-110

Divination: Augury Knowledge A, K p. M55, G59-60, IR116, Rel110Divination: Belomancy Knowledge A, K p. M57, G60, Roleplayer #21Divination:Botanomancy

Knowledge A, K p. M57, G60, Roleplayer #21

Divination: CarocReading

Knowledge No p. DW145

Divination: Cartomancy Knowledge A, K, H p. M56, Cam26, Rel110-111(Tarot)

Divination: Ching Aling Knowledge No p. DW145Divination: Chiromancy Knowledge A, H, K p. M56, Roleplayer #21Divination: CrystalGazing

Knowledge A, K, H p. M56, Cam26, AN86, DW145

Page 74: GURPS - Harry Potter

Divination:Cuisinomancy

Knowledge A, K, H p. DW145

Divination: Cybermancy Knowledge S, K p. TM23Divination:Dactylomancy

Knowledge A, K p. M56, TTA126 (as Ouija Board)

Divination: DaybookReading

Knowledge R, K p. G60, Az73

Divination: DemonInvocation

Knowledge No p. DW145

Divination: Drug Trance Knowledge R, K p. AN86Divination: EcstaticVision

Knowledge A, H p. Cam26

Divination: Feng Shui(Geomancy)

Knowledge R, K p. Ch111

Divination: Fish ScaleDivination

Knowledge R, K p. Ch112

Divination:Galactomancy

Knowledge R, K p. G60

Divination: Gastromancy Knowledge R, K p. G60Divination: Genomancy Knowledge S, K p. TM23Divination: Geomancy Knowledge R, K p. 56, Roleplayer #21Divination: Geomancy(Japanese)

Knowledge No p. J1e94

Divination: Graphology Knowledge A, K p. M56, Roleplayer #21Divination: GraveweedSummoning

Knowledge G, R, K p. G60, RU95

Divination:Haruspication

Knowledge A, H p. M56, AN86, IR116, Rel110(Hepatascopy)

Divination: Hydromancy Knowledge R, K Roleplayer #21Divination: I Ching Knowledge R, K p. G60, Ch111, J1e94Divination: Libanomancy Knowledge R, K p. M57, G60, Roleplayer #21Divination: Lithomancy Knowledge R, K p. M57, G60, Roleplayer #21Divination: Lunomancy Knowledge R, K p. M56, Roleplayer #21Divination: Maize KernelReading

Knowledge R, K p. G60, Az73

Divination: Ming Sun Knowledge R, K p. Ch111Divination: MirrorScrying

Knowledge R, K p. Az73-74

Divination:Molybdomancy

Knowledge R, K p. M56

Divination: Nimbomancy Knowledge R, K p. M55Divination: Numerology Knowledge A, K p. AN86Divination: Oneiromancy Knowledge R, K p. M26, Cam27Divination:Ornithomancy

Knowledge R, K p. G60

Divination: Palmistry Knowledge No p. DW145Divination: Pedomancy Knowledge R, K p. M56, Roleplayer #21Divination: Physiognomy Knowledge R, K p. Ch111Divination: Plutomancy Knowledge R, K p. TM23Divination: Pyromancy Knowledge R, K p. M56, DW146Divination:Quantumancy

Knowledge S, K p. TM23

Divination: ReannualAlcoholism

Knowledge No p. DW146

Divination:Rhabdomancy

Knowledge R, K p. G60

Divination: Rune Casting Knowledge R, K p. M56

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Divination: Sand BoardReading

Knowledge R, K p. AN86

Divination: Sortilage Knowledge R, K p. DW145Divination: SympatheticTidings

Knowledge R, K p. G60, RU95

Divination: Ursomancy Knowledge R, K p. RU95Divination: VisionInterpretation

Knowledge R, K p. Az74

Earth Vision Earth/Knowledge A, K p. B156, M32Echoes of the Past Knowledge/Sound R p. G63Far Hearing Sound/Knowledge G, R p. M79Far-Feeling Knowledge R p. G61Far-Tasting Food/Knowledge R p. G43Find Direction Knowledge A p. M53, AN85Glass Wall Knowledge G, R p. M55History Knowledge R p. M54, Cam26Ice Vision Water/Water (Ice)/Knowledge A p. M41Identify Spell Knowledge A, H p. B163, M55Identify Spellcaster Knowledge A, H p. AZ74Images of the Past Knowledge R pp. G62-63Invisible Wizard Eye Knowledge R p. M54Judge The Balance Knowledge S p. Ch113Know Location Knowledge A p. G58, AN85Know Recipe Food/Knowledge/Technology A p. G43, G95, TM22Know True Shape Knowledge R p. G58-59, AN85Mage Sense Knowledge A p. M55Mage Sight Knowledge A p. M54Measurement Knowledge/Technology A p. M54, G95, TM23, Pyramid #3,

Roleplayer #3Memorize Knowledge R p. G59Necrovision Knowledge S p. TM23Pathfinder Knowledge A p. M54Plant Vision Plant/Knowledge A p. G88Projection Knowledge A p. G61Recall Knowledge A p. G59Remember Path Knowledge A p. G59Scents of the Past Knowledge/Food R p. G63Schematic/TL Technology (Machine)/Knowledge R p. G97See Secrets Knowledge G, R p. M54Seek Magic Knowledge A p. G60Seek Number/TL Communication &

Empathy/KnowledgeS p. TM18

Seeker Knowledge A p. B163, M54Small Vision Light &

Darkness/Knowledge/Technology(Energy)

A p. G65, 101, TM24

Televisomancy Knowledge/Technology (Machine) S, K p. TM23Tell Position Knowledge A p. G58Tell Time Knowledge A p. M53Test Area Knowledge A p. G58Trace Knowledge A p. B163, M54Water Vision Water/Knowledge A p. M40Wizard Eye Knowledge A p. M54Wizard Hand Knowledge/Movement A p. G62Wizard Mouth Knowledge/Food/Sound A p. G61Wizard Nose Knowledge/Food A p. G62

Light & Darkness Spells

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Blur Light & Darkness A p. B163, M58Body of Shadow (VH) Light & Darkness G, R pp. G65-66Bright Vision Light & Darkness A p. G65Coherent Light Jet Light & Darkness S, G p. TM24Colors Light & Darkness A p. M57Continual Light Light & Darkness A, H p. B163, M57Continual Mage Light Light & Darkness A p. G64Continual Sunlight Light & Darkness A p. G64Dark Vision Light & Darkness A p. M58Darkness Light & Darkness A p. B163, M58, BT73Disruption Bolt Light & Darkness G, S p. TM24Flash Light & Darkness A, H p. B163, M57Gloom Light & Darkness A p. G64Glow Light & Darkness A, H p. G64Hawk Vision Light & Darkness A p. M58Hide Light & Darkness A p. M58Images of the Past Knowledge/Light & Darkness R p. G62Infrared Flash Light & Darkness S p. TM24Infravision Light & Darkness R p. M58Invisibility Light & Darkness A p. M58, Cam27, CM100Invisible Sunbolt Light & Darkness G, S p. TM24Light Light & Darkness A, H p. B163, M57Light Jet Light & Darkness A p. M57Mage Light Light & Darkness A p. G64Mirror Light & Darkness A p. G65Night Vision Light & Darkness A p. M58Remove Reflection Light & Darkness A p. G63Remove Shadow Light & Darkness A p. G63See Invisible Light & Darkness A p. M58, Cam27Shade Protection & Warning/Light &

DarknessA p. G92

Shape Darkness Light & Darkness R p. M58, Cam27Shape Light Light & Darkness R p. G63Small Vision Light &

Darkness/Knowledge/Technology(Energy)

A p. G65, 101, TM24

Sunblock Fire/Light & Darkness/Protection &Warning

A Pyramid #23

Sunbolt Light & Darkness G, R p. G65, TM24Sunburn Fire/Light & Darkness G Pyramid #23Sunlight Light & Darkness A p. G64Wall of Light Light & Darkness A pp. G64-65

Making and BreakingSpellsAnimate Object (VH) Making and Breaking A pp. G67-68Artistic Creation (VH) Making and Breaking A p. J1e94Clean Making and Breaking A p. M60, TM25Contract Object (VH) Making and Breaking A, H p. G68Copy/TL Making and Breaking A p. M60, G96, TM25Decay/TL Making and Breaking G p. M48, G100, TM29Disintegrate (VH) Making and Breaking D, R p. M59Dye Making and Breaking A p. M60, TM24Enlarge Object (VH) Making and Breaking A, H p. G69Explode (VH) Making and Breaking D, R p. G66Extend Object (VH) Making and Breaking A, H p. G68Fasten Making and Breaking A p. G67

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Find Weakness/TL Making and Breaking/Technology(Machine)

A p. B164, M59, G97, TM25,Pyramid #3

Immediate Action Making and Breaking S p. TM24Inscribe Illusion and Creation/Making and

BreakingA p. G56

Inspired Creation (VH) Making and Breaking A p. J1e94, J2e 105Knots Making and Breaking A, H p. M60Mapmaker Making and Breaking A, H p. G67Mystic Mark Making and Breaking A p. G67Rebuild/TL Technology (Machine)/Making and

BreakingG, R p. G97

Rejoin Making and Breaking A p. B164, M60Repair Making and Breaking A, H p. B164, M60Repair Arrow Making and Breaking R p. M60Reshape Making and Breaking A p. M59Restore Making and Breaking A p. B164, M59Rive (VH) Making and Breaking G, R p. G66Ruin/TL Making and Breaking D, R p. M59, G100, TM29Sharpen Making and Breaking A p. M60, TM25Shatter (VH) Making and Breaking D, R p. B164, M59Shatterproof Making and Breaking A, H p. M60, Cam27Shrink Object (VH) Making and Breaking A, H p. G68Soilproof Making and Breaking A p. G66Soul Creation (VH) Making and Breaking R p. J1e95, J2e 105-6Soul Repair (VH) Making and Breaking R p. J1e95, J2e 106Stiffen Making and Breaking A p. M60Toughen Making and Breaking A p. G67Transform Object (VH) Making and Breaking A, H p. G68Transparency Making and Breaking A p. G67Weaken Making and Breaking G p. B164, M59Weapon Self (VH) Making and Breaking G, S p. G68

Meta-SpellsActivate Runes (VH) Meta-Spells No p. M92Bless Meta-Spells R p. M62, G95, AN86, AZ74,

Cam27-28, IR115Catch Spell (VH) Meta-Spells R p. G71Charge Powerstone (VH) Meta-Spells No p. G73Conceal Magic Meta-Spells G, R p. M61Counterspell Meta-Spells A, H pp. M61-62Curse Meta-Spells D p. M62, G95, AN86, AZ74,

Cam28, IR116Delay Meta-Spells (Linking) A pp. M63-64Dispel Magic Meta-Spells A p. M62, CM105Displace Spell Meta-Spells A p. G70Drain Magery (VH) Meta-Spells S p. G72Drain Mana (VH) Meta-Spells D, S p. M63False Aura Meta-Spells G, R p. G69Great Ward Meta-Spells A p. M62Hang Spell (VH) Meta-Spells R pp. G71-72Lend Spell Meta-Spells R p. G72Link Meta-Spells (Linking) /Enchantment

(Limiting)A p. M64

Magic Resistance Meta-Spells A p. M61Maintain Spell (VH) Meta-Spells A p. G72Mystic Feedback Meta-Spells S p. DW146Octagram Meta-Spells No p. DW146-7Pentagram Meta-Spells G, R p. M62

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Reflect Meta-Spells A p. M62Reflex Meta-Spells (Linking) A pp. M64-65Remove Aura Meta-Spells G, R p. G69Remove Curse Meta-Spells A, H p. M63, AN87, CM105Restore Mana (VH) Meta-Spells R p. M63Reverse Meta-Spells R p. J2e 106Scryfool Meta-Spells A p. G73Scryguard Meta-Spells A p. M61Scrywall Meta-Spells A p. M61Seek Magic Knowledge/Meta-Spells A p. G60Spell Shield Meta-Spells A, H p. M61Spell Wall Meta-Spells A, H p. G69Spellguard (VH) Meta-Spells A, H p. G71Steal Spell (VH) Meta-Spells D, S p. G72Suspend Curse Meta-Spells A p. G73Suspend Magery (VH) Meta-Spells D, S p. G72Suspend Magic Meta-Spells A p. G70Suspend Mana (VH) Meta-Spells R p. G73Suspend Spell Meta-Spells A p. G70Tap Narrative Power(VH)

Meta-Spells No p. DW147

Telecast (VH) Meta-Spells G pp. G72-73Throw Spell (VH) Meta-Spells No p. G71Ward Meta-Spells A p. M62

Mind Control SpellsAlertness (VH) Mind Control A p. M69Avoid Mind Control A p. M67Berserker Mind Control D, R pp. M65-66Bravery Mind Control A, H p. B164, M65Break Mental Walls(VH)

Mind Control No p. DW148

Charm Mind Control G, H p. M68, BT73, Ho57Command Mind Control G p. G77Compel Lie Mind Control/Communication &

EmpathyD p. G76

Confusion (VH) Mind Control G, H p. MYTH29Create Stress Sigil Mind Control No Pyramid #23Daze Mind Control G, H p. B164, M66Delusion Mind Control D p. DW147Disorient Mind Control G p. G74Dream Projection Communication & Empathy/Mind

ControlR p. G21

Dream Sending Communication & Empathy/MindControl

R p. G21

Drunkenness Mind Control A p. M66Dull Ears Mind Control D p. G77Dull Eyes Mind Control D p. G77Dull Nose Mind Control D p. G77Dullness (VH) Mind Control D p. G77Ecstasy (VH) Mind Control G, H p. G76Emotion Control Mind Control G, H p. M68Encrypt Mind Control A, H p. G78Enslave (VH) Mind Control D* p. M68, BT75Enthrall Mind Control G p. G75, CM100False Memory Mind Control G, H p. M67Fascinate Mind Control G, H p. G75, CM101Fear Mind Control D p. B164, M65

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Foolishness Mind Control D p. B164, M66Forgetfulness Mind Control G, H p. M66Game Addict Mind Control G, S p. TM25Glib Tongue Mind Control G, R p. G75, CM101Great Geas (VH) Mind Control G, R p. M68Great Hallucination(VH)

Mind Control D, R pp. G76-77, CM104

Hallucination Mind Control D p. G76Keen Ears Mind Control/Sound A p. M69Keen Eyes Mind Control A p. M69Keen Nose Mind Control A p. M69Lesser Geas (VH) Mind Control G p. M59, AN87Loyalty Mind Control G p. M68, Cam28Lure Mind Control G p. G76Madness Mind Control D*, R p. M67Mass Confusion (VH) Mind Control G, H p. MYTH29Mass Daze Mind Control G, H p. B164, M66Mass Hibernation Mind Control G, S p. DW147-8Mass Sleep Mind Control G, H p. B164, M67Mass Suggestion Mind Control G, R p. M68Memorize Knowledge/Mind Control A p. G59Mental Stun Mind Control G, H p M66Mindlessness (VH) Mind Control D, R p. M67Narrative Manipulation(VH)

Mind Control No p. DW148

Nightmare Mind Control D p. M67, BT74Oath Mind Control R p. G77Panic Mind Control D p. M65, TTA128Peaceful Sleep Mind Control A, H p. M67Permanent Forgetfulness(VH)

Mind Control G, H p. M66

Permanent Madness(VH)

Mind Control D*, R p. M67

Rear Vision Mind Control A p. M69Recall Knowledge/Mind Control A, H p. G59Relieve Madness Healing/Mind Control R p. G54Reverse Psychology (VH) Mind Control G, R Pyramid #23Sickness Mind Control/Body Control D, R p. M66Sleep Mind Control A, H p. B164, M66, BT74Strengthen Will Mind Control A p. G75Suggestion Mind Control G, H p. M68Terror Mind Control D, R p. M65Vigil (VH) Mind Control A pp. G75-76Weaken Will Mind Control D p. G75Will Lock Mind Control D, R p. G77, WW86Wisdom Mind Control R p. M68

Movement SpellsAir Golem Movement A, H p. M70Air Vortex Air/Movement R p. G25, Co98 (as Carpet of

Yimsha)Apportation Movement A, H p. M69, VTM112Atavarr’s PersonalGravitational Upset (VH)

Movement G, R p. DW149

Beacon Gate/Movement A p. G44Blink Movement A, H p. M71Blink Other (VH) Movement/Gate G, R p. G81

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Cloud Vaulting (VH) Movement/Air (Weather)/Water(Weather)

A p. G81, Ch113

Cloud-Walking Movement/Air (Weather)/Water(Weather)

A p. G81, J2e106

Distant Blow Movement G pp. G81-82Divert Teleport (VH) Gate/Movement G p. G48Ethereal Body (VH) Movement No p. M72Flight (VH) Movement A, H p. M71, AN87Flying Carpet (VH) Movement G p. G80, AN87, TM26, TTA128Freedom Movement/Protection & Warning A p. G79Glide Movement A p. AN87Glue Movement A p. M69Grease Movement A p. G79Great Haste (VH) Movement R p. M69Hail of Lead Movement G, S p. TM26Haste Movement A p. M69, AN87Hawk Flight (VH) Movement A p. M71Hold Fast Movement A p. G78Homing Missile Movement A, H p. TM26Increase Burden Movement G, H p. G79Jump Movement A p. G79Levitation Movement A, H p. M70Light Tread Movement A pp. G78-79Lighten Burden Movement A, H p. M69Lockmaster Movement G, R p. M70Locksmith Movement G, R p. M70Long March Movement A p. G78Magic Bullet Movement D, R p. TM26Manipulate Movement A p. M70Open Planar Gate (VH) Movement No p. AZ74Planar Travel (VH) Movement No p. AZ74Poltergeist Movement A p. M70Pull Movement A p. G80Quick March Movement A p. M69, AN87Quondum’s AttractivePoint

Movement A p. DW149

Rapid Journey (VH) Gate/Movement R p. G47Reduce Recoil Movement S p. TM26Repel Movement A p. G80Slide Movement A p. G79Slow Movement A p. G78Slow Fall Movement A, H p. M69Steady Hand Movement A p. TM26Swim Movement/Water A p. M70Teleport (VH) Movement/Gate A, H p. M71, DW137Teleport Other (VH) Movement/Gate G p. M71Trace Teleport Gate/Movement A p. G81Undo Movement A p. M70Wall Walker Movement A p. M70Winged Knife Movement G, R p. M72Wizard Hand Knowledge/Movement A p. G79

Necromantic SpellsAffect Spirits Necromantic G p. SP108Age (VH) Necromantic D, R p. M74, TTA127Animate Food Food/Necromantic G Pyramid #23Animate Shadow Necromantic D p. G87

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Animation (VH) Necromantic A p. M73, AN88, TTA126Astral Block Necromantic No p. G85, UN48, SP108Astral Vision (VH) Knowledge/ Necromantic No p. G61Banish Necromantic/Gate G p. M74, TTA127Bind Spirit (Type) Necromantic G p. UN40, SP108Burning Death (VH) Fire/Necromantic D*, R p. G31Command Spirit (Type) Necromantic G p. UN40, SP107Control Zombie Necromantic D, R p. M73, TTA127Death Vision Necromantic G, K p. M72, TTA126Entrap Spirit Necromantic G p. SP108Evisceration (VH) Necromantic D*, R pp. G86-87, Co98Exploding Skull Strike Necromantic No p. MYTH31Hellspawn Necromantic D*, S p. TM27Lich Necromantic No p. UN43Life Siphon Necromantic D*, S Pyramid #23Mass Zombie Necromantic D, R p. UN41-42Mass Zombie (Thrall)(VH)

Necromantic No p. MYTH30, 63

Mass Zombie (variants)(VH)

Necromantic No p. MYTH30

Materialize Necromantic A p. G87, BT76, SP107Mummy’s Curse Necromantic S p. UN42, 72Pestilence Necromantic D*, R p. M74, BT74, TTA127Planar Summons Necromantic/Gate No p. M74Remove Soul Necromantic No p. AZ75Repel Spirits Necromantic A p. G85, UN48, SP108Resurrection (VH) Healing/Necromantic No p. M51Rotting Death (VH) Necromantic D*, R p. G86Sense Spirit Necromantic A p. M72, BT74, TTA126Skull Strike Necromantic No p. MYTH30Skull-Spirit (VH) Necromantic D*, R p. M73, TM27, TTA127, UN42Slow Healing Necromantic D p. G84Solidify Necromantic A p. G87, SP107Soul Jar (VH) Necromantic D, R p. M73, BT74-75, Ho44Spirit Trap Necromantic G p. TTA126Steal Attribute (VH) Necromantic D, R p. G86Steal Attribute: StealDexterity (VH)

Necromantic D, R p. G86

Steal Attribute: StealMight (VH)

Necromantic D, R p. G86

Steal Attribute: StealVigor (VH)

Necromantic D, R p. G86

Steal Attribute: StealWisdom (VH)

Necromantic D, R p. G86

Steal Beauty (VH) Necromantic D, R p. G85Steal Health Necromantic D, R p. M74, BT75, Ho57, Rel109Steal Skill (VH) Necromantic D, R p. G86Steal Strength Necromantic D, R p. M73, BT75, Rel109, TTA127-

128Steal Toughness (VH) Necromantic D, R p. MYTH30Steal Youth (VH) Necromantic D, R p. M74, BT75Stop Healing Necromantic D, R p. G84Strike Barren Body Control/Necromantic G p. G14Summon Demon Necromantic No p. M74, DW137, IN175Summon Major Demon Necromantic No Roleplayer #25Summon Minor Demon Necromantic No p. G87, Roleplayer #25Summon Shade (VH) Necromantic G, R p. M72, Roleplayer #4Summon Spirit Necromantic G p. M72, TTA26, UN39, SP107

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The Rite of AshkEnte Necromantic No p. DW150Turn Spirit Necromantic A pp. G84-85, UN48, SP107Turn Zombie Necromantic R p. M, UN47Weaken Blood Body Control/Necromantic D, R p. G16Wraith Necromantic D*, R p. UN44Zombie Necromantic D, R p. M73, BT75, TTA126-127,

UN41Zombie (Ghast) (VH) Necromantic No p. MYTH31, 45Zombie (Soulless) (VH) Necromantic No p. MYTH31, 59Zombie (Thrall) (VH) Necromantic No p. MYTH31, 63Zombie (variants) (VH) Necromantic No p. MYTH31Zombie Microbe Necromantic No p. UN94Zombie Plant Necromantic D, R p. UN94Zombie Summoning Necromantic D p. G84Zombie Vehicle Necromantic D, R p. UN94

Plant SpellsAnimate Plant Plant A p. M76Bless Plants Plant A p. M75Blight Plant D p. G88Blossom Plant (Wood) A p. J1e95, J2e 103Body of Algae Plant A p. G90Body of Wood Plant A pp. G89-90Conceal Plant A p. G89Control Dryad Plant D, R Pyramid #23Create Plant Plant A p. M75False Tracks Plant G p. G88Forest Warning Plant A p. M76Frost (Plant) Plant (Wood) G p. J1e95Heal Plant Plant A p. M75Hide Path Plant A p. M76Identify Plant Plant A p. M75Immurement Plant A p. G90Plant Control Plant A p. G89Plant Form Plant A p. M76Plant Form Other Plant G p. G90Plant Growth Plant A p. M75Plant Sense Plant A p. M76Plant Speech Plant A p. G89Plant Vision Plant/Knowledge A p. G88Pollen Cloud Plant D p. G88Purify Earth Earth/Plant A p. G24Rain of Nuts Plant G p. G88Rejuvenate Plant Plant A p. G88Seek Ginseng Plant (Wood) A, R p. J1e95Seek Plant Plant A p. M75Shape Plant Plant A p. M75Summon Dryad Plant No Pyramid #23Tangle Growth Plant A p. M76Walk Through Plants Plant R p. G89Walk Through Wood Plant R p. G89Wither Plant Plant G p. M76, J1e95

Protection & WarningSpellsArmor Protection & Warning A p. M76Bladeturning Protection & Warning R p. G91

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Blind Sensor Protection & Warning/Technology(Machine)

G, R p. TM27

Block Protection & Warning A p. G91Catch Missile Protection & Warning A p. G92Coolness Elemental Water (Ice)/ Protection &

WarningA p. G35

Deflect Missile Protection & Warning A p. G91Detect Poison Protection & Warning A p. G91Force Dome Protection & Warning A p. M78Force Wall Protection & Warning A, H pp. G92-93Freedom Movement/Protection & Warning A p. G79Hardiness Protection & Warning A p. G91Iron Arm Protection & Warning R p. M77Magelock Protection & Warning A p. M77, AN88Missile Shield Protection & Warning A p. M77, TTA128Mystic Mist Protection & Warning A p. M77Nightingale Protection & Warning A p. M77Prismatic Mist Protection & Warning R p. TM27Reflect Gaze (VH) Protection & Warning R p. G93Resist Acid Water (Acid)/ Protection & Warning p. G37Resist Disease Healing/Protection & Warning A p. G54Resist Lightening Air (Electricity)/ Protection & Warning A p. G27Resist Poison Healing/Protection & Warning A p. G54Resist Sound Sound/Protection & Warning A p. G93Resist Water Water/Protection & Warning A p. G33Return Missile Protection & Warning A p. G92Reverse Protection & Warning A p. J1e95Reverse Missiles Protection & Warning A p. M77Sense Danger Protection & Warning A p. M76Sense Disaster Protection & Warning R Pyramid #23Sense Observation Protection & Warning A p. G92Shade Protection & Warning/Light &

DarknessA p. G92

Shield Protection & Warning A p. M76, TTA128Spirit Ward Protection & Warning A p. J1e95, MAA85Spoof Sensor Protection & Warning/Technology

(Machine)S p. TM27

Sunblock Fire/Light & Darkness/Protection &Warning

A Pyramid #23

Teleport Shield Protection & Warning A p. M77Turn Blade Protection & Warning R p. G91Umbrella Water/Protection & Warning A p. M40Utter Dome Protection & Warning R p. M78Utter Wall Protection & Warning A p. G93Warmth Fire/Protection & Warning A p. G30Watchdog Protection & Warning A p. M77Weather Dome Protection & Warning A p. M78

Sound SpellsKeen Ears Mind Control/Sound A p. M69Alter Voice Body Control/Sound A p. G18Concussion Air/Sound G p. G24Converse Sound A p. G93Delayed Message Sound A p. M79Echoes of the Past Knowledge/Sound A p. G63Far Hearing Sound/Knowledge G, R p. M79Garble Sound G p. G93Great Voice Sound A p. M78

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Hush Sound A p. M79Imitate Voice Sound A p. G93, WW81Invisible Wizard Ear Sound R p. M79Mage Stealth Sound R p. M79Message Sound/Communication & Empathy A p. G94Musical Scribe Sound A p. G94Noise Sound A p. M79Resist Sound Sound/Protection & Warning A p. G93Scribe/TL Sound A p. M79, G96, TM28Silence Sound A p. M78Silver Tongue Sound G, R p. G93Sound Sound A, H p. M78, AN88, Cam28Sound Jet Sound G p. M78Sound Vision Sound R p. M79Thunderclap Sound A p. M78Voices Sound A p. M78Volume Control/TL Sound A p. TM28Wall of Silence Sound A p. M79Wizard Ear Sound A p. M79Wizard Mouth Knowledge/Food/Sound A p. G61

Technology (Bio-tech)SpellsManipulate DNA (VH) Technology (Bio-Tech) S p. TM28Sequence DNA (VH) Technology (Bio-Tech) S p. TM28

Technology (Machine)SpellsAnimate Machine/TL(VH)

Technology (Machine) R p. G98, TM35, TTA

Awaken Computer/TL(VH)

Technology (Machine) S p. G99, TM36, TTA128

Bless Technology (Machine) S p. M62, G95Blind Sensor Protection & Warning/Technology

(Machine)G, R p. TM27

Confound Firearm/TL Technology (Machine) A p. TM34Copy/TL Technology (Machine) A p. M60, G96Curse Technology (Machine) G, R p. M54, G95Delete Commercials/TL Communication &

Empathy/Technology (Machine)R p. TM18

Find Weakness/TL Making and Breaking/Technology(Machine)

A p. B164, M59, G97, TM25,Pyramid #3

Glitch/TL Technology (Machine) G pp. G96-97, TM34, Pyramid #3Guide Missile/TL Technology (Machine) G, S p. TM34Know Recipe Food/Knowledge/Technology A p. G43, G95, TM22Machine Control/TL Technology (Machine) R p. G96, TM33, Pyramid #3Machine Possession/TL Technology (Machine) G, S p. G98, TM36, TTA128 (as

Possess Vehicle)Machine Speech/TL Technology (Machine)/Communication

& EmpathyR p. G96, TM33

Machine Summoning/TL Technology (Machine) R p. G96, TM33Mad Machine Technology (Machine) D p. TM35Malfunction/TL Technology (Machine) G p. G97, TM34, Pyramid #3Measurement Knowledge/Technology A p. M54, G95, TM23, Pyramid #3,

Roleplayer #3Partial Shapeshifting Technology (Machine) No p. G11, 99Permanent MachinePossession/TL (VH)

Technology (Machine) G, S p. G98, TM36

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Program Technology (Machine) S Pyramid 17 p. 70-71, TM33Rebuild/TL Technology (Machine)/Making and

BreakingA p. G97, TM35, Pyramid #3

Reveal Function/TL Technology (Machine) A p. G96, TM33, Pyramid #3Rider Technology (Machine) R p. M24, G98, TM35Rider Within Technology (Machine) R p. M24, G98, TM35Schematic/TL Technology (Machine)/Knowledge A p. G97, TM34, Pyramid #3Scribe/TL Technology (Machine) A p. M79, G96Seek Machine/TL Technology (Machine) A p. G95, TM32, Pyramid #3Shapeshift Other Technology (Machine) G, R p. M22, G99Shapeshifting Technology (Machine) G, R p. M23, G99Speed Data/TL Communication &

Empathy/Technology (Machine)S p. TM19

Spoof Sensor Protection & Warning/Technology(Machine)

S p. TM27

Televisomancy Knowledge/Technology (Machine) S, K p. TM23Upgrade Computer/TL Technology (Machine) S p. TM35

Technology (Energy)SpellsCatch Lightning Technology (Energy) R Pyramid #3Conduct Power/TL (VH) Technology (Energy) R p. G101, Pyramid #3, 17 p. 74,

TM31Create Fuel/TL Technology (Energy) A p. G100, TM30Decay/TL Making and Breaking/Technology

(Energy)G, R p. M48, G100

Draw Power/TL (VH) Technology (Energy) R p. G101, Pyramid #3, #17 p. 75,TM32

Hotshot/TL Technology (Energy) S p. TM30Lend Power/TL Technology (Energy) R pp. G100-101, TM30, Pyramid #3Magnetic Vision Technology (Energy) S p. G102, TM32Mana Burner Technology (Energy) S Pyramid #3Mana Fuel Technology (Energy) S Pyramid #3Preserve Fuel/TL Technology (Energy) A p. G100, TM29Propel/TL Technology (Energy) A p. G101, Pyramid #3, #17 p. 74,

TM30-31Purify Fuel/TL Technology (Energy) A p. G100, TM30Purify Power Technology (Energy) S p. TM30Radio Hearing Technology (Energy) R p. G102, TM32Ruin Fuel Technology (Energy) G, R Pyramid #17 p. 71-72Ruin/TL Making and Breaking/Technology

(Energy)G, R p. M59, G100

Seek Fuel/TL Technology (Energy) A p. G99, TM29, Pyramid #3Seek Power/TL Technology (Energy) R p. G99, TM29, Pyramid #3Small Vision Light &

Darkness/Knowledge/Technology(Energy)

A, R p. G65, 101, TM24

Solar Power Technology (Energy) R Pyramid 17 p. 71-72Spectrum Vision (VH) Technology (Energy) R p. G102, TM32Steal Heat Technology (Energy) G, R Pyramid #3, #17, p. 71-72Steal Power/TL (VH) Technology (Energy) G, R p. G101, Pyramid #17 p. 74,

TM31Stop Power/TL Technology (Energy) G, R p. G100, Pyramid #3, #17 p. 74,

TM30Test Fuel/TL Technology (Energy) A p. G99, TM29Water to Fuel/TL Technology (Energy) R p. G100, TM30

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Technology (Radiation)SpellsBreathe Radiation (VH) Technology (Radiation) S p. G105, TM38Cure Radiation (VH) Technology (Radiation) S p. G105, TM38Extinguish Radiation(VH)

Technology (Radiation) S p. G105, TM38

Irradiate Technology (Radiation) D, S p. G105, TM38Particle Beam (VH) Technology (Radiation) D, S p. TM38Radiation Jet Technology (Radiation) D, S p. G105, TM38Resist Radiation Technology (Radiation) S p. G105, TM38See Radiation Technology (Radiation) S p. G104, TM38Seek Radiation Technology (Radiation) S p. G104, TM38

Technology (Metal andPlastic) SpellsBody of Metal (VH) Technology (Metal and Plastic) S p. G106, TM37Earth to Air Earth/Air/Technology (Metal and

Plastic)G, R p. B156, M32, G106, TM37

Earth to Stone Earth/Technology (Metal and Plastic) R p. M32, G105, TM37Flesh to Stone Earth/Technology (Metal and Plastic) D, R p. M32, G106, TM37Identify Metal Technology (Metal and Plastic) A p. G106, TM37Identify Plastic Technology (Metal and Plastic) A p. G106, TM37Metal Vision Technology (Metal and Plastic) G p. G106, TM37Plastic Vision Technology (Metal and Plastic) G, R p. G106, TM37Purify Metal Technology (Metal and Plastic) A p. J2e102Seek Metal Technology (Metal and Plastic) A p. G105, J1e95, J2e102, TM37Seek Plastic Technology (Metal and Plastic) R p. G105, TM37Shape Metal Technology (Metal and Plastic) A p. G106, J1e95, J2e102, TM37Shape Plastic Technology (Metal and Plastic) R p. G106, TM37Stone to Earth Earth/Technology (Metal and Plastic) A p. M32, G105, TM37Stone to Flesh Earth/Technology (Metal and Plastic) A p. M32, G106, TM37

Water SpellsBody of Water Water R p. M40Boil Water Water A, H p. G33Breathe Air Water R p. M39Breathe Steam (VH) Water G, R p. G34Breathe Water Air/Water A, H p. B157, M35Condense Steam Water A p. G33Control Water Elemental Water No p. M33Create Steam Water A p. G33Create Water Water A p. B159, M39Create Water Elemental Water No p. M33Create Well Water A p. G32, J1e 92, J2e 103Dehydrate Water D, R p. M39Destroy Water Water G p. B159, M39Dry Well Water G p. G32, J1e 92, J2e 103Earth to Water Water G p. GElemental Plumbing Water No p. TM38Essential Water Water A p. M39Fog Water/Water (Weather) A p. B159, M40, BT74Foul Water Water/Food G p. G32Freeze Water/Water (Ice) A p. M41Frost Water/Water (Weather) A p. M41Frostbite Water/Water (Ice) D p. M42Geyser (VH) Water D, R p. M42Hail Water/Water (Weather)/Water (Ice) G, R p. M42, VTM113Ice Dagger Water/ Water (Ice) D, R p. M41

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Ice Skates Water A Pyramid #23Ice Slick Water/Water (Ice) A p. M41Ice Sphere Water/Water (Ice) G p. B159, M41Ice Vision Water/Water (Ice)/Knowledge A p. M41Icy Weapon Water/Water (Ice) R p. M40Melt Ice Water/Water (Ice) A p. M41Mud Jet Water A p. GPhantom Surfboard Water R Pyramid #23Purify Water Water A p. B159, M39Rain Air/Air (Weather)/Water A p. B157, M35, BT74, VTM113Resist Water Water/Protection & Warning A p. G33Seek Coastline Water A p. J2e 103Seek Water Water A p. B159, M39Shape Water Water A p. B159, M39Snow Water/Water (Weather)/Water (Ice) A p. M42, VTM113Snow Shoes Water/Water (Ice) A p. M41Steam Jet Water G, R p. G34Summon WaterElemental

Water No p. M33

Swim Movement/Water A p. M70Umbrella Water/Protection & Warning A p. M40Walk on Water Water A p. B159, M40Walk Through Water Water A p. G32Water Jet Water A p. M40Water to Sake Water R p. J1e92Water Vision Water/Knowledge A p. M40Whirlpool Water G p. G33

Water (Weather)SubcollegeCloud Vaulting (VH) Movement/Air (Weather)/Water

(Weather)A p. G81, Ch113

Cloud-Walking Movement/Air (Weather)/Water(Weather)

A p. G81

Current Water/Water (Weather) A p. G34Fog Water/Water (Weather) A p. B159, M40, BT74Frost Water/Water (Weather) A p. M41Hail Water/Water (Weather) G, R p. M42, VTM113Snow Water/Water (Weather)/Water (Ice) A p. M42, VTM113Storm Air (Weather)/Water (Weather) G p. G26Tide Water/Water (Weather) A pp. G34-35Waves Water/Water (Weather) A p. G34

Water (Ice) SpellsBody of Ice (VH) Water (Ice) R p. G36Coolness Elemental Water (Ice)/ Protection &

WarningA p. G35

Create Ice Water (Ice) A p. G35Flesh to Ice (VH) Water (Ice) D, R p. G35Freeze Water/Water (Ice) A p. M41Frost Water/Water (Ice)/Water (Weather) A p. M41Frostbite Water/Water (Ice) D p. M42Hail Water/Water (Weather)/Water (Ice) G, R p. M42, VTM113Ice Dagger Water/Water (Ice) D, R p. M41Ice Slick Water/Water (Ice) A p. M41Ice Sphere Water/Water (Ice) G p. B159, M41Ice Vision Water/Water (Ice)/Knowledge A p. M41Icy Breath (VH) Water (Ice) D, R p. G36

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Icy Missiles Water (Ice) G, R p. G36Icy Touch Water (Ice) D, R p. G35Icy Weapon Water/Water (Ice) R p. M40Melt Ice Water/Water (Ice) A p. M41Rain of Ice Daggers Water (Ice) D, R p. G36, Co99 (as Rain of Icy

Death)Snow Water/Water (Weather)/Water (Ice) A p. M42, VTM113Snow Shoes Water/Water (Ice) A p. M41

Water (Acid) SpellsAcid Ball Water (Acid) G, R p. G37Acid Jet Water (Acid) G, R p. G37Create Acid Water (Acid) A p. G37Essential Acid (VH) Water (Acid) R p. G37Rain of Acid Water (Acid) G, R p. G37Resist Acid Water (Acid)/Protection & Warning A p. G37Spit Acid (VH) Water (Acid) G, R p. G37

Words of Command and Equivalent GURPS SpellsCommand Word GURPS SpellAccio Summon ObjectAlohomora LockmasterAparecium Reveal TextApparate TeleportationAvis Create VerminCheering Charm CheerConfundus ConfusionConjunctivitus Strike BlindCreate Arrow DartCruciatus AgonizeCushioning Charm Comfortable SeatDeletrius Cancel SpellDensaugeo Grow TeethDiffindo BreakDisapparate TeleportationDissendium Open DoorDrought Charm Destroy WaterEnervate AwakenEngorgio EngorgementEntrancing CharmExpecto Patronum Create PatronusExpelliarmus ExpelFerula BandageFinite Incantatem Mass Dispel MagicFlame Freezing Charm Resist FireFour-Point Spell Know Direction, command word is “Point Me.”Furnunculus BoilsGripping Charm Sticky FingersHovering Charm ApportationHurling Hex PoltergeistImpediment Rooted FeetImperio Control Person, the Imperius CurseImpervious WaterproofIncendio Create FireJelly-Legs Jinx ClumsinessLumos Create LightMagic Contract Geas

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Mobilacorpus Animate BodyMobilarbus ApportationMorsmordre Dark MarkNox Extinguish LightObliviate ForgetfulnessOrchideous Create BouquetPetrificus Totalus ParalysisQuietus WhisperReducio ShrinkingReducto BlastRelashio Spark JetReparo RepairRepelling spells Repel ObjectRictusempra TickleRiddikulus RidiculeScouring Charm CleanShield Charm Spell ShieldSonorus Great VoiceStupefy StunSummoning Charm Summon ObjectTaranttallegra Uncontrollable DanceThief’s Curse Whatever the GM wants it to be.Waddiwasi Reverse Motion

Chapter 6 - New Spells

Animal Spells

AnimagusDetails of this spell are not given, since it is up to the GM to determine how (and if) characters

become animagi. Since the spell bestows the Were Form advantage, mages who successfully cast theanimagi enchantment should buy the Were Form advantage.

The animagi spell is complex and dangerous, although the precise effects of failure are nevermentioned, they are obviously sufficiently unpleasant that only the most skilled or reckless mages attemptthe transformation.

The GM can treat the Animagi spell as a M/VH spell, that only works on the user, and which canonly be used once. Success turns the mage into the animal that best matches his personality, failure meanssomething bad happens or the mage doesn’t get the form he wants but the form he deserves. Perhaps a badlyfailed skill roll afflicts the mage with an Unnatural Feature, such as the partial shapeshifting Hermionesuffered when she attempted to use Polyjuice Potion, or like Madame Hooch’s eyes. The better the skill rollwhen the spell is cast, the better the final result.

As a rule of thumb, assume that the mage can devote the points that he put into learning theAnimagi spell to the Were Form advantage, plus a number of points equal to the amount by which he madehis skill roll. For example, if Sirius spent 10 points learning the Animagi spell, and made his skill roll by 5,he would have 15 points to spend on the Were Form advantage.

If the mage fails his skill roll, subtract twice the amount by which he failed his roll from thenumber of points he invested in learning the spell. If the result is negative, double the number and subtractthat many points from advantages, disadvantages, attributes and skills. For a critical failure, multiple theamount by 10! For example, if Rita spent 10 points learning the animagi spell and missed her roll by 5, shewould have 5 points to spend on the were form advantage - and the GM could rule that she gets not theshape that she desires, but the shape that reflects the more unpleasant aspects of her personality.

Except on a critical failure, the GM should allow the character to “round up” the result to the

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nearest 5 point increment, since most Were Forms are purchased in increments of 5 points. The missingpoints can be made up either by assigning new Quirks or disadvantages, such as Secret (Unregisteredanimagus), by can be paid out of earned experience points.

A special effect of the enchantment is that every animagus’s animal form has a distinct, slightlyunnatural pattern of markings. Observers who make a successful roll vs. Vision-2 will notice the unusualmarkings. Magically-aware observers can make an IQ roll to guess that the animal might be magical insome way. On a critical success, the observer recognizes the beast as an animagus in animal form.

Create Small Animal RegularThis spell allows the caster to create any non-magical creature with which he is personally familiar,

up to a maximum weight of approximately 50 lb.The created animal is normal for its type, although the mage can specify its sex, color and

conformation. The animal disappears if it is killed.If the mage has the Naturalist skill (or a similar skill such as Zoology or Biochemistry) he can get

extremely specific about the type of creature he can create. He can create diseased, genetically engineeredor rabid animals if he makes his skill roll by 3 or more.

Duration: 1 minute.Cost: 1 point for an animal up to 10 lb., 2 points for up to 30 lb., 3 points for up to 50 lb., 1 to

maintain.Prerequisite: Create Vermin.Item: Staff, Wand, or Jewelry or Clothing (typically a hat). Energy Cost to Create: 350 points, 150

points if it will just create one type of creature.

Create Snake RegularThis spell creates a large serpent. Snakes created by this spell are under the control of the caster

and are normal in all respects. They have ST 3 + 1 per foot, DX13, IQ2, HT 12/3 + 1 per yard, and Move 3.Poisonous snakes bite for 1d-1 points of damage and inject Type F venom if their bite penetrates armor andnatural DR.

Duration: 1 minute.Cost: 2, plus 1 per foot of length, half to maintain. Add +1 to all costs to create poisonous snakes.Prerequisites: Create Small Animal.Item: Staff, Wand or Jewelry. Cost to Create 300 points. Usable only by a mage.

Create Vermin RegularThis spell allow the mage to create any sort of small creature with which he is personally familiar,

and which weighs no more than 1 lb.If the mage has the Naturalist skill (or a similar skill such as Zoology or Biochemistry) he can get

extremely specific about the type of creature he wishes to create. He can create diseased, geneticallyengineered or rabid vermin if he makes his skill roll by 3 or more.

Up to one vertebrate creature (mouse, rat, toad, etc.) or one ounce of insects or similar smallcreatures can be produced with this spell.

Duration: PermanentCost: 1 pointItem: Vermin Bag GURPS Magic Items 2, p. 86. Energy Cost to Create: 50 points.

Egg Filling Regular, resisted by IQThis spell replaces some or all of the contents of an egg with a small object of the mage’s choice.

The object can either be an object readily at hand when the spell is cast, or the “filling” can be a product ofa magic spell. The objects can’t occupy more volume that the interior of the egg, and can’t be a materialthat would normally destroy the egg’s shell (e.g., strong acids, flame, extremely heavy objects).

Except, possibly, for an alteration in the egg’s weight the egg looks and feels normal. The shell iscompletely unblemished. Spells or powers that detect magic will sense a faint aura of magic around theaffected eggs. The mage determines the fate of the original contents of the eggs - they either vanish orappear in a nearby container, as specified by the mage.

This is also a Food spell.Duration: Permanent.Cost: 1 per dozen normal (hen-sized) eggs, or fraction thereof.

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Item: Staff, Wand or Jewelry. Cost to Create: 50 points.

Force Shapeshifting Regular, resisted by HTWhen cast on a were-creature or similar shapeshifter, this spell can either force them to undergo

metamorphosis into their were (or human) form or “locks” them into their current form. For example, awerewolf in wolf form would be either forced to shift back into his human form or prevented from doing sofor the duration of the spell.

This is also a Body Control spell.Duration: Until next period when the shapeshifter can change form. If the shapeshifter can change

form at will, this spell lasts for 1 hour.Cost: 5 points, same to maintain.Time to Cast: 3 seconds.Prerequisite: Magery, Shapeshift.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. Usable only by a mage. (b)

Clothing or Jewelry. Casts this spell on the wearer, blocking their transformation into (or out of) were form.Always On. Some versions can’t be removed. Energy Cost to Create: 200 points.

Great Shapeshift Other (VH) Regular, resisted by HTThis spell is similar to the Great Shapeshifting spell, but it can be used on other creatures or

objects. Unlike the Great Shapeshifting spell, the mage can’t make the subject transform at will. Instead, hecan change the subject to one other item or creature, limited only by his imagination and the GM’stolerance.

Duration: 1 hour.Cost: 6 points, Add 2 points to change a living creature into an inanimate object or vice-versa. Add

1 point for every 100 lbs. of difference between the object to be transformed and its final shape. Half cost tomaintain. Double cost to transform a creature or object into a rare, dangerous or valuable substance.Multiply the cost by 10 to make the change permanent.

Prerequisite: Great Shapeshifting.Time to Cast: 3 seconds.

Harness Regular, Resisted by Will or SkillThis spell allows the mage to instantly equip an animal with existing riding or load bearing

equipment (“tack”). The spell also allows such equipment to be instantly removed.The equipment remains on the creature until it is physically removed, or until a second casting of

the Harness spell removes the equipment.For double cost, the mage can create tack if none exists. In this case, the equipment magically

appears on the beast, and disappears when the spell ends or when it is removed. Only “non-military” tackcan be created with this spell. The spell won’t produce horse barding and similar objects.

Unwilling animals resist with Will. If this spell is cast on a beast under the control of a rider ormaster, the master rolls to resist the spell instead of the animal. Roll vs. the owner’s Will or the appropriateAnimal skill (such as Riding, Teamster, or Packing), whichever is higher.

If this spell is used to unbuckle a saddle and bridle, the rider must roll vs. Riding skill to keep hisseat, or Riding-3 if the animal is moving at greater than half speed. In any case, the saddle (or other tack)will fall off in 1d seconds, forcing the rider to ride barebacked. If this spell is used to remove a harness froman animal pulling a vehicle, the driver must roll vs. Teamster skill to keep control of the vehicle if it ismoving at more than 10 mph (Move 20).

This is also a Making and Breaking spell.Duration: Permanent or 1 hour.Cost: 1 point to harness or remove existing tack, 2 points, 1 to maintain if the mage creates tack. 2

points if cast on an animal under the control of a rider or drover.Time to Cast: 5 seconds.Prerequisite: Master.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Bridle (or similar object)

or Jewelry. Creates a full harness when placed on an animal of the appropriate type. Energy Cost to Create:150 points. (c) Full set of Riding or Harness Tack for one type of animal. It will automatically attach itselfto an animal specified by the owner when a command word is spoken. Energy Cost to Create: 50 points.

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Insect Feast Regular, resisted by HTThis gruesome spell fills the target’s stomach with insects or other small invertebrates of the

mage’s choice. The insects do no damage, but unless the victim makes his resistance roll, for the duration ofthe spell, he can do anything more than vomit up bugs. During this time, he is at -4 to ST and ST and allphysical skills, and he is at -2 to IQ and all mental skills.

After they are released from the victim’s stomach, the bugs may act normally. For double cost, themage can make the bugs behave as a swarm under the mage’s control.

This spell is very disconcerting, in most cases the victim and any viewers must also make a FrightCheck at +2. The only exception is a variant of this spell that produces butterflies.

This is also a Body Control spell.Duration: 1 minute.Cost: 4, 3 to maintain. For double cost, the insects form a swarm after they are released.Time to Cast: 3 seconds.Prerequisites: Magery, Retch (Body Control), Insect Swarm or Call Swarm.

Minor Transfiguration Regular, resisted by HTThis spell is a limited version of the Transfiguration spell. It is identical to that spell, except that

the spell won’t affect a subject which weighs more than 10 lbs. and it won’t turn the subject into an objectthat weighs more than 10 lbs.

Duration: 1 hour.Cost: 2 points, add 1 point to change a living creature into an inanimate object or vice-versa. Half

cost to maintain. Double cost to transform a creature or object into a rare, dangerous or valuable substance.Multiply the cost by 10 to make the change permanent.

Prerequisite: Magery.Time to Cast: 3 seconds.

Shapeshifting and Shapeshift OtherThere a presumably dozens of variants of the Shapeshifting and Shapeshift Other spell. For

simplicity, assume that a mage who knows the Shapeshifting or Shapeshift Other spell knows one form perpoint invested in the spell. Forms with which the mage is familiar, but has not yet attempted himself, defaultto the appropriate spell at -4. Skill with a given form can be bought up as a Maneuver of Average difficulty.The GM determines what counts as “familiarity” with a given form and should strictly prohibit changes thatallow the mage to transform into powerful and/or dangerous forms.

As a rule of thumb, add an additional -1 penalty for every 200 lbs. of difference in mass (orfraction thereof) between the mage (or subject) and the desired form, and a -1 penalty for every 5 points ofST difference between the two forms. For example, a 200 lb., ST 15 mage who wishes to transform into a2,000 lb., ST 30 warhorse would have a -9 penalty for size difference and a -3 penalty for the ST difference.

Another important difference from GURPS Magic is the fact that transformed people immediatelytake on the personality and intellect of the animal into which they are transfigured. While they might retainmemories of being human, these are filtered through the subject’s “animal consciousness,” so complexthoughts and plans are usually lost when the subject transforms. When the subject is transfigured back intohuman form, if they make a (human) IQ roll they can remember something of the experience of being inanimal form - but again, from an animal’s point of view. For example, a wizard who was abused after beingtransfigured into a ferret would remember the experience only as a period of fear, pain and desire to escape.He wouldn’t remember exactly who cast what spells on him or how the humans around him reacted when hewas in ferret form.

Because of transfiguration’s effect on the human intellect, and by inference a person’s will, humantransfiguration is carefully monitored by the Ministry of Magic.

Finally, note that Shapeshifting and other types of Transfiguration are different from theenchantment that allows the mage to become an animagus. An animagus can retain his human intellect, willand memories while in animal form.

In other respects, these spells use the Expanded Shapeshifting rules on p. G9.Known Shapeshift Other variants include Bat, Ferret and Pig.

Transfiguration Regular, resisted by HTThis spell is a limited version of the Great Shapeshift Other spell. It is identical to that spell,

except that the spell won’t affect a subject which weighs more than 50 lbs. and it won’t turn the subject into

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an object that weighs more than 50 lbs.See the notes on Shapeshifting and Shapeshift Other, above.Duration: 1 hour.Cost: 3 points, add 1 point to change a living creature into an inanimate object or vice-versa. Add

1 point for every 10 lbs. of difference between the object to be transformed and its final shape. Half cost tomaintain. Double cost to transform a creature or object into a rare, dangerous or valuable substance.Multiply the cost by 10 to make the change permanent.

This spell can be used as a prerequisite for the Shapeshifting spell.Prerequisite: Minor Transfiguration.Time to Cast: 3 seconds.

Body Control Spells

Avada Kedavra (VH) No ResistanceThis is the most powerful of the so-called “unforgivable” curses. It immediately, irrevocably, kills

the victim. If the spell is cast successfully, there is a flash of livid green light, a roaring rush of air and thevictim dies a quick and painful death. To observers, it appears that the victim died of fright - the spell leavesno marks on the body. The victim gets no resistance roll - his only hope for survival is to prevent the spellfrom being cast in the first place or to get far enough away that the mage can’t cast it accurately.

Unlike other magic spells in the world of Harry Potter, Avada Kedavra remains a M/VH spell. It isdifficult to master and illegal to use except in the most unusual circumstances.

This is also a Necromantic spell.Duration: PermanentCost: 10 points.Time to Cast: 2 seconds.Prerequisite: Magery 3, Deathtouch, Agonize, Soul Jar, 10 Necromantic and 10 Body Control

spells.

Bald Regular, resisted by HTCauses hair to fall out and cease to grow on any part of the subject's body, as specified by the

caster. This spell can also be used to remove the fur from hides, shear sheep, or pluck fowl. No skill roll isnecessary.

Unlike the Haircut spell, this spell prevents hair from growing back. While it has many offensiveuses, its main purpose is as a magical substitute for shaving.

Duration: 1 week (hair falls out within 1 minute).Cost: 1 for a small area (e.g., the head or face), 2 for a man-sized creature, 2 points for each

additional hex of creature. Same to maintain.Prerequisite: Haircut.Magic Item: (a) Razor or Scissors. Energy Cost to Create: 100 points. (b) Clothing or Jewelry

which will keep wearer from growing hair on a specific part of the body. Energy Cost to Create: 100 points.(c) Ointment or shampoo that will remove hair from parts of the body to which it is applied (such as thechin or legs). Good for one use only. Energy Cost to Create: 10 points.

Balloon Regular; resisted by HTThis spell is a combination of the Engorgement and Levitation spells. Unless the subject makes his

resistance roll, his body begins to swell up like a helium balloon and he then rises into the air, helplesslybobbing until the spell ends or someone casts a counterspell.

While inflated; the victim is at least four times his normal size and cannot take any physical action.Spell casting is impossible unless the victim knows spells at a high enough level that they can be castwithout words or gestures, or he has a focus that doesn’t require him to move in order to use it (such as awand). Rolls to hit the victim are at +4. If the victim is hit by a cutting or impaling weapon, or a bullet, hetakes double damage and will also begin to sink as his body deflates.

Outdoors, the victim will rise for the duration of the spell, floating with the wind. Indoors, thevictim will rise until he hits the ceiling and will then bob about.

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Duration: 10 minutes.Cost: 4, 3 to maintain.Time to Cast: 3 seconds.Prerequisite: Magery 2; Levitation, Engorgement.

Boils Regular, Resisted by HTThis spell makes the victim break out in painful boils. The boils reduce the victim’s appearance by

1 level, to a minimum of Hideous. The boils also do 1 point of general damage to the victim and give him -1to ST, DX, and IQ due to the pain.

The effects of this spell can be countered using Remove Blemish, Remove Curse or MinorHealing.

Duration: 1 hour.Cost: 3, 2 to maintain.Prerequisite: Magery, WartsItem: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry. Affects wearer

only. Energy Cost to Create: 250 points.

Boneless Regular; Resisted by HTRemoves the bones from some or all of the victim's body. Neither passive defense nor damage

resistance protects. If this spell is cast on an arm or legs, that body part is automatically crippled. If the spellis cast on the head, the victim loses any DR on his skull, loses 1 level of Appearance and is rendered Mute.

If the spell is cast on the victim’s body or spine, the victim is, essentially, crippled and falls downin the hex where he was struck.

Duration: 10 minutes.Cost: 6 points, half to maintain. For double cost, this spell can be made permanent.Prerequisite: Wither Limb or Brittlebone.Time to Cast: 3 seconds.Magic Item: Staff or other weapon. Energy Cost to Create: 1,000 points.

Comfortable Seat RegularAllows the subject to sit still for the duration of spell without getting cramped or suffering any

other ill effects. This removes any fatigue costs for being confined in cramped conditions or in anuncomfortable position.

This spell can also make a saddle, chair, or similar seat extremely comfortable. Characters usingthe item will suffer no discomfort or strain. Likewise, if this spell is cast on a pack or similar load-bearingequipment it prevents chafing and discomfort to the wearer.

This spell will negate any Fatigue caused by uncomfortable or cramped seating (such as in avehicle) or reduces Fatigue from Riding by 2 points. This spell will reduce fatigue from being ridden (orcarrying a pack or heavy load) by 1 point.

This is also a Movement spell and a Making and Breaking spell.Duration: 8 hours.Cost: 3 points, 2 to maintain.Time to Cast: 3 seconds.Prerequisite: Comfortable Object, Vigor.Magic Item: (a) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 250 points.

(b) Chair or other piece of furniture. Only works for person sitting in it. Energy Cost to Create: 150 points.(c) Saddle or other load bearing equipment. Casts this spell on both the rider (if any) and the wearer.Always On. Energy Cost to Create: 250 points.

Deflate Regular, resisted by IQ or SpellThis spell reduces the size of swollen body parts or enlarged creatures. It cancels the effects of the

Enlarge, Corpulence or Engorgement spells if the caster can win a contest of spell skills. It also reducesswelling due to injury, allergies or disease. This is also a Healing spell.

Duration: Permanent.Cost: 2 points.Prerequisites: Lend Strength

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Engorgement Regular, resisted by HTThis spell is a limited version of the Enlarge spell. It makes one body part, chosen by the mage,

grow to enormous size. If this spell is cast on a limb, it increases ST of the limb as well as the number of HPrequired to cripple it, as per the Enlarge spell (p. G19). Worn or carried items do not enlarge. See theCorpulence spell (p. G17) for the effects of “bursting out” of armor.

For body parts that don’t have musculature (e.g., eyes, nose, ears, etc.) each level of this spelldoubles the weight and size of the body part, making it easier to hit (reduce “to hit” penalties by 1 per levelof the spell, to a minimum of 0) and increasing the victim’s encumbrance. It is very likely that the victim’sAppearance will be reduced as well. Subtract one level of appearance per level of engorgement to aminimum of Hideous. If this spell is cast on the subject’s tongue, it is very likely that the victim will beginto Suffocate!

This spell counters and is countered by the Deflate spell.Duration: 1 hour.Cost: 2 to double the size of a body part, 3 to triple it, 4 to quadruple it, and so on. Same to

maintain.Time to Cast: 2 secondsPrerequisite: Magery, Alter Body.

Grow Teeth Regular, resisted by HTThis spell has two functions. It is normally used to replace or repair missing or damaged teeth. If

cast on a subject who already has all of their teeth, it makes the subject’s teeth grow as specified by themage. Unless the victim resists, their teeth begin to grow at the rate of approximately 1 inch per 10 seconds,stopping only when the mage loses concentration or commands the growth to stop. In extreme cases, thiswill do 1d-3 points of cutting damage to the victim’s mouth, jaw and face as his teeth grow through his skulland face. In any case, a victim whose teeth are elongated effectively has the Stuttering disadvantage.

This is also a Healing spell.Duration: Permanent.Cost: 1 to regrow or repair a single tooth, 2 to regrow or repair multiple teeth or to make the

victim’s teeth elongate.Prerequisite: Haircut or Minor Healing.

Hair GrowthIf the mage also knows the Dye spell, for double cost he can specify the color of the hair the

subject grows. This spell can be put in a Curse Missile.

HaircutThis spell can be used to remove all the subject’s hair, leaving him bald! It can be put in a curse

missile. It can also be used to trim the subject’s toenails, fingernails or claws.

Hiccup Regular, Resisted by HTGives 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 thatrequire breath control, fine motor control, or inconspicuousness like Swimming, Surgery or Shadowing willalso be at -2. The GM may also rule that some skills, such as Breath Control or Stealth are impossible whilethe subject has the hiccups.

Duration: 10 minutes.Cost: 2 to cast, 1 to maintain.Prerequisite: Spasm.Magic 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.

Inflation (VH) Regular, Resisted by HTThis spell is a combination of the Levitation and Corpulence spells. It makes the subject swell up

like a balloon and float about helplessly.Unless the victim resists, they are affected as if they Corpulence (p. G17) spell had been cast on

them, increasing their level of natural encumbrance to Fat. They also, simultaneously rise into the air and

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float about like a helium balloon. While this cancels the effects of the extra encumbrance due to fat, thevictim is at -2 to DX and DX-based skills and cannot Dodge. They also cannot move unless they can grab ahandy object and pull themselves along. If there is no object readily at hand, they are blown along on thewind. Indoors, the victim will rise until they are bouncing along the ceiling. Outdoors, the victim will rise ata rate of 1 yard per turn for the duration of the spell!

This spell can be partially countered by the Destroy Air spell, which keeps the victim from floatingaway. Controlled use of the Destroy Air spell allows the victim to gently drift back to earth; excessive useof the spell makes the victim plummet! The extra encumbrance due to weight can be countered by theGauntness or Deflating spells.

This is also a Movement spell.Duration: 10 minutes.Cost: 8 to cast, 7 to maintain.Time to Cast: 3 seconds.Prerequisite: Corpulence, Levitation, Create Air.

Irresistible Dance Regular, Resisted by WillThe subject feels an uncontrollable urge to dance and he will do so unless he resists. Each turn, he

may make another resistance roll. Should he fail, he moves one hex in a randomly determined direction;otherwise he can control the direction of his movement (though he can't shake off the effects of the spell).Dancing characters can do nothing but dance, their Move is halved and DX and ST are reduced by -2. Allskills (except purely mental ones) and Active Defenses are reduced by -2. The subject must also roll vs. HTevery minute or lose a point of fatigue. This will definitely spoil a wizard's spell casting unless he can cast aspell without having to gesture. On the positive side, the subject temporarily gets the Dance skill at level 10if he didn't already have it.

Duration: 1 minute or until subject falls unconscious.Cost: 4, 2 to maintain.Time to Cast: 3 seconds.Prerequisite: Repetition.Magic Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Musical Instrument

that forces everyone who hears it (20 hex radius) to make a resistance roll or start dancing. Energy Cost toCreate: 1,000 points. (c) Clothing or Jewelry that forces anyone who wears it to dance. Energy Cost toCreate: 300 points.

Leg Locker Regular, resisted by HTThis spell binds the subject's legs together as if they had been glued. For the duration of the spell,

the victim cannot move his legs independently, although he can still bend them at the ankles, knees andhips. He can move by hopping at half his normal Move, but he must roll vs. DX every minute to avoidfalling over. Skills that rely on quick leg motions, such as Running, Dancing and most melee or closeCombat/Weapon skills are impossible to use or at -5 to skill, at the GM’s option. In any case, strenuous armor body motion forces the subject to make a DX roll to avoid falling over.

Duration: 10 minutes.Cost: 3, 2 to maintain.Time to Cast: 2 seconds.Prerequisite: Hinder.

Remove Blemish Regular, resisted by WillPermanently and painlessly removes scars, warts, birthmarks, acne or tattoos. It counters spells that

marks or blemishes on the body, such as Alter Visage (if they produce effects such as Tattoos or Wartspells) or Boils.

A critical failure with this spell means that the victim removes a part of his body, such as a nose,ear or bit of skin!

Duration: Permanent.Cost: 1 for a small area, 2 for extensive blemishes, 3 for a man-sized target, 3 for each additional

hex of creature.Magic Item: Staff, Wand, Jewelry or Wash Cloth. Energy Cost to Create: 100 points.

Repetition Regular, Resisted by HT

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Causes subject to helplessly repeat either the last action they performed before the spell was caston them or some other meaningless, repetitive action chosen by the caster when the spell is cast. Subjectscannot be made to deliberately do harm themselves or others, though clever casters will find ways to getaround this limitation. (For example, a subject affected by this spell couldn't be made to stab himselfrepeatedly; 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.Magic 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 iscreated or they will repeat the first action they make with a tool. Energy Cost to Create: 300 points.

Scalp Regular, resisted by WillThis spell allows the mage to painlessly remove all the hair from the subject’s head leaving behind

a hairless pate.The subject takes no damage from this spell, but without the aid of magic, hair will never grow on

his head again. The scalp hangs together by a thin layer of skin and looks very much like a wig, althoughmuch more fragile.

While removed from the subject the scalp is dead and will cease to grow. However, if it is everplaced on the head of a person who has suffered from this spell, it will magically graft itself to the subject’sbody and begin to grow again. If the subject doesn’t wish this to happen, they may roll vs. Will to preventthe grafting from taking place.

In order for the spell to take effect, the mage must grasp the victim’s hair with his hand (roll to hitthe Head at -3).

Duration: Permanent (effects are instantaneous).Cost: 2 points, can’t be maintained.Prerequisite: Bald.Item: Jewelry or Glove. Energy Cost to Create: 100 points.

Sharp Tongue Regular, resisted by IQThis spell turns the subject’s tongue into a hard, long, flexible dagger-like appendage. It has Reach

C, 1 and does Thrust/Impaling damage if it strikes. Roll vs. the subject’s DX-2 or Brawling skill to target it.The tongue can be Blocked or Dodged normally. It can also be parried, but is immune to breakage(although it can be damaged, see below). The tongue can also be targeted at -6 to hit, but has PD2, DR3 andHP 3. Damage greater than HP 3 cripples the tongue, ends the spell and gives the subject the equivalent ofthe Stuttering disadvantage until the damage is healed.

Duration: 1 minute.Cost: 2 to cast, 1 to maintain.Time to Cast: 2 seconds.Prerequisites: Alter Body.

SpasmFor 1 point (or on a miss by 1), this spell makes the subject’s body twitch in a harmless but

annoying way. For example, the subject’s ears might twitch uncontrollably.

Sticky Fingers RegularThis spell makes the palms of the subject's hands slightly sticky, as if they were coated with half-

dry rubber cement.This gives +2 to DX to any task that requires a firm grip with the hands, such as holding onto a

sword, and gives +1 to any task where the GM rules that the stickiness is an aid. Examples include, dealingcards, picking pockets, palming small objects, picking up small objects, or turning the pages of a book.Note that the glue on the subject's fingers is not transferred to any object that the subject touches. Inaddition, the subject can easily release any item they grasp if they wish to do so.

Duration: 1 minute.Cost: 2, 1 to maintain.Prerequisite: Rooted Feet.Magic Item: (a) Jewelry or Clothing. Works for wearer only. Energy Cost to Create: 300 points.

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(b) Any object can be enchanted with this spell. Anyone who touches the object has this spell cast on them.Energy Cost to Create: 25 points per pound of material.

Switching Regular, resisted by IQThis spell allows the mage to remove part of his own body and place it on another person or

object. Switched body parts function normally and are under the caster’s control, regardless of the rangefrom the mage to his parts!

When the spell is cast, the mage physically removes the body part from his body and places it onanother object.

If attached to a living being, the subject can’t feel the switched parts and he is not injured if theparts are harmed. Unfortunately, the switched parts look very peculiar on another person, so they mightreduce the subject’s Appearance. They also give the subject the Unnatural Feature disadvantage.

If the mage possesses the subject, either via the Soul Jar, Possession or Permanent Possessionspell, he can make any part of his body manifest on the subject’s body, even if the possessing mage doesn’thave a body of his own!

In combat, switched body parts can attack normally, assuming that the mage can see both his targetand his body parts, and they are in a position to attack. Switched parts can also be attacked, using thestandard hit location penalty to strike that hit location. If hit, they do normal damage to the mage and can becrippled normally. Unfortunately for the mage, switched body parts are not attached to the mage! While abody part such as an arm or leg is switched to another location, the mage suffers the effects ofdisadvantages such as One Arm or One Leg.

For example, a mage uses the Switching spell to attach one of his ears to a wall, allowing him toeavesdrop on the occupants of a room. Regardless of how far away the mage is, he can hear what is said,just as if he were in the room. Unfortunately, one of the mage’s enemies spots the ear and decides to cut itoff the wall! This attack does normal damage to the mage, and if his ear is destroyed, he will suffer all thenormal effects, such as Hard of Hearing.

When the mage wishes, or when the spell ends, the switched body part will fly back to the mage ifthat is possible. If not, it will stay where it is but will remain “dormant” until it can fly back to the mage.

This spell can also be used on another living creature, but unwilling subjects get a roll vs. IQ toresist. Parts of inanimate objects can also be attached to living creatures, using the rules above.

Finally, the spell can be used to switch parts of inanimate objects. This is the simplest and safestapplication of the spell. Essentially, the switched parts are magically “glued” to each other.

Duration: 1 hour.Cost: 1 for a small object, 2 per lb. of material to be switched, half to maintain.Prerequisite: Magery 2, 5 Body Control and 5 Making and Breaking spells.Time to Cast: 3 seconds.

Tongue-Tied Regular, resisted by IQThis spell stretches the subject’s tongue and then ties it in a knot. Unless the victim resists, they

effectively have the Mute disadvantage and cannot eat properly.Duration: 1 hour.Cost: 3, 2 to maintain.Prerequisite: ChokeTime to Cast: 3 seconds.

Communication and Empathy Spells

Address RegularThis spell automatically addresses a letter or package to the exact location of the recipient. If the

recipient moves before the missive can be delivered, the spell automatically updates the address. Note thatif the proposed recipient does not wish to receive mail, this spell automatically fails, but the caster willknow why.

Duration: Permanent, until the missive is delivered.Cost: 1 for a single letter or package, 2 for up to 20 items, as long as they are all sent to the same

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person.Prerequisite: Sense Life.

Automatic Delivery RegularThis spell automatically delivers a letter or small package (up to 1 lb.) to the recipient's location. If

the package cannot get directly to the recipient because he is inside a building, the missive will be deliveredto the recipient’s mailbox. If this isn’t possible, the missive will wedge itself under the door, down thechimney, etc. as necessary.

Note that if the proposed recipient does not wish to receive mail, this spell automatically fails, butthe caster will know why.

This is also a Movement spell.Duration: Instantaneous.Cost: 2 for a single letter or small package, 4 for multiple items, as long as the total weight doesn’t

exceed 1 lb.Time to Cast: 3 seconds.Prerequisite: Address, Summon Object.

Babble Regular, resisted by IQThis spell makes the subject speak incoherently for the duration of the spell. Though the subject

believes that he is speaking normally, he is actually speaking gibberish, effectively giving him the Mutedisadvantage.

This is also a Sound spell.Duration: 1 minute.Cost: 4, 2 to maintain.Prerequisite: Magery, Noise, Suggestion.Magic Item: (a) Staff, Wand or Jewelry Energy Cost to Create: 350 points. (b) Clothing or

Jewelry. Works for wearer only. Always on. Can’t be removed. Energy Cost to Create: 250 points.

Bestow Disadvantage Regular, resisted by WillThis spell allows the mage to afflict the subject with a single mental disadvantage. Each

disadvantage is a separate variant. Note that variants of the same disadvantage (such as different Phobias ordifferent Codes of Honor, Compulsions or Delusion) are all separate spells unless they are very closelyrelated.

Note that disadvantages that are ongoing, such as Enemies or Addictions can’t be bestowed bymeans of this spell. Likewise, social or physical disadvantages can’t be bestowed. Common variants aregiven below.

This is also a Mind Control spell.Bad Temper - Allows the mage to afflict the subject with Bad Temper or Berserk. Cost: 4 points

for Bad Temper, 5 points for Berserk. Half to maintain.Gluttony Cost: 3, 2 to maintain.Lecherous Cost: 5, 3 to maintain.Compulsive BehaviorDueling Cost: 5, 3 to maintain.Compulsive BehaviorGambling Cost: 3-5, 2-3 to maintain.Compulsive BehaviorNeat Freak Cost: 3, 2 to maintain.Compulsive BehaviorWanderlust Cost: 5, 3 to maintain.Code of HonorChivalric Cost: 5, 3 to maintain.Compulsive BehaviorTransvestitism Cost: 4, 2 to maintain.Compulsive BehaviorHumming and Whistling Cost: 3, 2 to maintain.Honesty: Cost: 4, 2 to maintain.Intolerance Cost: 3 points for a -5 point (or less) Intolerance, 4 points for a -10 point Intolerance,

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and 5 points for a -15 point Intolerance. Half to maintain.Kleptomania Cost: 5, 3 to maintainStubbornness Cost: 3, 2 to maintain.Slave Mentality Cost: 10, 5 to maintain.Duration: 1 minute.Cost: 2+ 1 point per 5 points of the disadvantage to be bestowed (minimum +1), half to maintain.Time to Cast: 5 seconds.Prerequisite: Magery 2, Foolishness, and 5 other Mind Control spells.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points per point of energy required to

cast the spell. (b) Folded paper, when shown to the subject, bestows one form of insanity. Energy Cost toCreate: 20 points per point of energy required to cast the spell. One use only. (c) Any item. When used,grasped, worn or handled by a subject, this spell is cast on him. Affects wearer only. Energy Cost to Create:25 points per point of energy required to cast the spell.

Change Style Regular, resisted by IQThis spell changes the style of a piece of writing as the caster sees fit. For example, a torrid

romance could be changed so that it read like a quarterly report, or vice-versa. The basic quality of thewriting isn’t changed, nor is the factual content altered. Only the style is changed.

If the person who wrote the original text is present and unwilling, he may roll vs. IQ to resist thespell.

Duration: Permanent.Cost: 2 per page.Time to Cast: 3 seconds.Prerequisite: Magery, Persuasion and the Literacy advantage.

Change Text RegularThis spell changes the style of handwriting or the font of a piece of text, as specified by the mage.

Rolls to deliberately forge another person’s handwriting or to mimic the typeface used by a specifictypewriter, etc. require the mage to make a successful roll vs. Forgery skill.

Duration: Permanent.Cost: 2 per page of text.

Diatribe Regular, resisted by HTThis spell enchants a letter so that, when it is opened, it delivers its message as an angry 100

decibel shriek. Up to 5 minutes of invective can be enchanted into the letter.The person to whom the letter is addressed, as well as anyone within 1 hex of the victim must roll

vs. HT or be mentally stunned by the amplified tongue-lashing. When the spell ends, the letter bursts intoflames, doing 1 point of burn damage to the object in which it is held or on which it rests.

If the victim does not open the letter within 30 seconds after receiving it, it will explode doing 1d-2points of crushing and flame damage to anyone or anything in its hex.

This is also a Sound spell.Duration: Permanent, effects are as described above once the letter is received.Cost: 4 points for 1 minute of speech, plus 1 per additional minute, up to 5 minutes.Time to Cast: 1 minute.Prerequisite: Address, Great Voice, Concussion, Create Fire.Magic Item: Howler. This looks like a large red letter. When it is opened, it delivers the user’s

message before bursting into flame. If it is not opened within 30 seconds after it is received, it will explode,as described above. Energy Cost to Create: 10 points.

Retrovision RegularThis spell allows a willing subject “relive” a scene from the caster's own memory as if the subject

were there as an invisible, silent, insubstantial observer when the action was happening. Approximately 10minutes of “memory time” can be packed into one minute of actual time. To cast the spell, the mage musttouch the subject.

Duration: 1 minute.Cost: 3, 1 to maintain.Time to Cast: 10 seconds.

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Prerequisite: Dream Projection.Magic Item: (a) Any item can be permanently enchanted with this spell for 20 times the normal

cost. When the object is grasped, the person holding the item gets a pre-set “vision” of a particular memorychosen by the mage when the item was enchanted. (b) Book or other item. This item holds any memoriesthat the mage wishes to place in it, up until the time when the book was enchanted. When someone opensthe book and reads from it, or interacts with the item in some other way specified by the mage, the item willmentally communicate with the subject. Once the subject is “in rapport” with the item, he can access anymemory the mage enchanted into the item. Energy Cost to Create: 500 points, plus 25 points per month ofmemories committed to the item.

Reveal Text Regular, resisted by spell.This spell makes hidden, erased or obscure text visible. For example, this spell will make water-

blurred, blacked-out, smudged or rubbed-out text obvious. Obscured text on fragile items (e.g., words on afire-charred page) can be made visible with this spell, but it won’t make the material on which the text iswritten any more durable.

This spell resists the Erase Text spell, but has no effect on other spells that obscure or encrypt text.Duration: 10 minutes.Cost: 1 for a small area of text, 2 per page, half to maintain. This spell can be made permanent for

5 times the normal cost.Time to Cast: 10 seconds.Prerequisite: Erase.Magic Item: Revealer. This item looks like a rubber eraser or other tool used to erase text,

however, when rubbed over an area of hidden or erased text, it reveals the text as if the spell had been caston the page. Energy Cost to Create: 150 points.

Shorthand RegularThis spell allows the mage to make short notes or scribbles that accurately convey either the

mage’s thoughts and impressions or the spoken words of another person, as the mage wishes. As long as themage has a pen in hand and a surface to write on, even the briefest squiggle of a pen will somehow“expand” into a whole sentence, or even a paragraph.

This spell is useful for quickly taking notes, giving orders or committing complex flashes of insightto paper. While the spell doesn’t allow the mage to write any better, it does allow him to write more quicklyand to instantly flesh out ideas.

This is also a Sound spell.Duration: 1 minute.Cost: 3, 1 to maintain.Time to Cast: 3 seconds.Prerequisite: Scribe, Mind-Reading.Magic Item: Quick-Quotes Quill. This item looks like a fancy quill pen. When the user sucks on its

tip, dips it in ink and places it on a piece of paper, it will automatically begin to write down either themage’s thoughts or the word of a person to whom the mage is listening. The quill will write until it iscommanded to stop or until it runs out of paper, whichever comes first. Energy Cost to Create: 350 points.

Fairy Summoning Regular, resisted by IQThis spell summons a 1d fairies or similar small, semi-intelligent supernatural creatures. Any

locally-available supernatural creature with an IQ of 8 or less can be summoned, limited only by the mage’sfamiliarity with the creature and the GM’s tolerance.

If the spell is successfully cast, the mage will know the range to the nearest fairy of the desiredtype and the amount of time it will take for it to get to his location. The fairies will move toward the casteras fast as they can, until the spell ends or the fairies can see the caster. Once summoned, the fairies will staynearby, without attacking until the spell ends. The summoned fairies will then have a +1 reaction to thecaster (only). Note that if the creature is attacked by the caster or someone near the caster, the spell will bebroken.

In other respects, this spell is like the Beast Summoning spell.Duration: 1 minute.Cost: 3, 2 to maintain. To call every fairy (or small supernatural creature) in the area, double the

cost of the spell. All fairies within a 10-mile radius (more for a very successful casting) will be drawn.

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Prerequisite: Magery, Suggestion, Beast-Soother.

Elemental Air Spells

Bubbles RegularThis spell allows the mage to create a numbers of bubbles in any color or degree of transparency

he desires. At the mage's option, the bubbles can be heavier or lighter than air and they can move (or notmove) as he wishes. For extra energy, they can be made permanent until they are destroyed by being pokedwith a pin or similar item.

Duration: 1 hourCost: 1 point per dozen bubbles, half to maintain. For double cost the bubbles can be made

permanent.Prerequisite: Create Air

Bubble Head RegularThis spell creates a bubble of breathable air around the caster's head. For the duration of the spell,

the subject can breathe normally and is immune to the effects of smoke, poison gas, water or vacuum on hiseyes, nose and lungs.

Duration: 1 hour.Cost: 3 points, 2 to maintain.Prerequisite: Shape Air

Rainbow RegularCreates a rainbow. Caster must be outdoors in humid, overcast conditions during the day in order

for this spell to work. However, the GM can allow the mage to use this spell in other places where there issufficient light and humidity to allow a creditable rainbow to be formed, however the size of the rainbowwill be greatly reduced.

This is also a Light and Darkness spell.Duration: 10 minutesCost: 2, 1 to maintain (3 points to make a double rainbow, 4 points to make a triple rainbow.)Prerequisite: Shape Air or Colors.Item: Staff, Wand, Jewelry or Prism. Energy Cost to Create: 250 points.

Elemental Earth Spells

Earth Trap Regular, resisted by DXWhen this spell is cast, the soil temporarily softens beneath the victim’s feet. Unless he can make a

DX roll (modified for encumbrance) to jump out of the way, his feet will sink into the pit and the earth willharden around his feet, trapping him in place. The victim can attempt to escape each turn by rolling vs. ST-5. If he gets assistance from other characters, they may combine their ST scores to help the subject breakfree.

While trapped, the victim’s skill with any melee weapon or unarmed combat skill is at -2 and hisDodge score is cut in half. He is also treated as if he were 2’ shorter than normal when figuring bonuses orpenalties for Fighting at Different Heights.

Duration: Instantaneous. Effects are permanent until the subject escapes.Cost: 3 points.Time to Cast: 3 seconds.Prerequisite: Shape Earth.Magic Item: This spell can be made permanent on a hex for 10 times the normal cost. Anyone (or

anyone of a particular class) specified by the mage who enters the hex triggers the spell. If a potential victimmakes his resistance roll or breaks free, the spell “resets” itself until another victim wanders by.

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Rolling Road Area, resisted by DX+4When this spell is cast, a relatively smooth, area of earth or stone begins to “move” like a conveyor

belt at a rate of 2 hexes per turn (Move 2). Anyone in the area when the spell is cast who is not braced orwho is not expecting the spell must roll vs. DX+4 or fall.

Anything in the affected area will begin to move in the direction specified by the mage when thespell is cast. When an object standing on the spell area reaches the edge of the affected area it will stopmoving, though living creatures will notice that the ground continues to move under them.

People attempting to step off the affected area in a different direction from the direction the earthis going must roll vs. DX+4 or fall in a hex adjacent to the spell area.

Items firmly attached to the ground will seem to move along of their own volition until they reachthe edge of the spell area. They will magically “pop-up” on the other side of the spell area and start thejourney again. It is up to the GM to determine if these moving objects cause damage to people in or next tothe spell area.

This spell can also be cast on a staircase or ramp to create a magic “escalator.”Duration: 1 minuteBase Cost: 2 to cast, half to maintain. Each doubling of cost doubles the speed of movement and

gives -2 to the DX roll to avoid falling, up to a maximum of Move 10. An area can have this spellpermanently cast on it for 50 times the base cost.

Time to Cast: 3 seconds per hex of radius.Prerequisite: Magery, Shape Earth, Walk Through EarthItem: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points.

Elemental Fire Spells

Catch Fire RegularThis spell makes the subject’s hands and forearms immune to the effects of heat and flame. In

addition, any flame or hot item the subject picks up won’t cool or go out, so he can transfer hot items fromone location to another.

Duration: 1 minute.Cost: 1 point to protect against “normal” flames, 2 points to protect against extremely hot or

magical flames.

Create Fire and Essential FireThe color of the flames is determined by the mage when the spell is cast.

Fire Fist RegularThis spell makes the subject's hands and forearms immune to flame damage and causes them to

burst into flames.The flames give light equal to torchlight and allow the subject to do burn damage by touch.

Punches from a burning fist do extra 1 point of burn damage in addition to normal crushing damage. If thesubject grapples or grabs his victim, he does 1d-2 points of burn damage per turn. Armor and clothingprotect normally.

Since the subject's arms are fireproof, he can also pick up hot items without taking damage.Note that only the subject's arms are made fireproof, other parts of his body and any equipment he

might be carrying or holding are not. Flammable objects the subject is wearing or carrying take normaldamage, and the subject might set himself on fire!

The mage can also use a limited version of this spell to produce a light. The limited version stillmakes the mage’s hands and forearms fireproof, but the mage produces just a small flame, either in the palmof his hand or at the end of one or more fingers. This flame is too small to do damage, but providesillumination equivalent to a candle.

The mage can instantly extinguish the flames on any part of his hands or forearms.Duration: 10 secondsBase Cost: 3, 2 to maintain or 2, 1 to maintain for the weaker version.Prerequisite: Magery, Create Fire, Fireproof or Catch Fire.

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Item: (a) Staff, Wand or Jewelry. Energy Cost to Create 400 points. Usable only by a mage. (b)Jewelry or gauntlets. Work for wearer only. Energy Cost to Create: 300 points.

Puff of Smoke RegularThis spell makes a 3 foot diameter ball of thin smoke to appear from the caster's hand.The color of the smoke is determined by the caster. The caster can also decide whether or not the

smoke appears silently or with a "pop" or "crackling" sound.The smoke dissipates normally, but is too thin to obscure vision or interfere with breathing. It is

mostly a neat party trick, though clever mages will come up with better uses for this spell.An alternate version if this spell creates a jet of smoke which emerges from one or more of the

caster's fingertips or from his mouth. It has the same effects as above.Duration: 3 secondsCost: 1 point, can't be maintained.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points. (b) Dust or herbs. When

crushed in the user’s hand, they produce a puff of smoke. The material is consumed by the spell. EnergyCost to Create: 10 points.

Shooting Stars RegularThis spell creates a meteor-like streak of light high in the sky. The effect is harmless and looks just

like a natural meteor entering the earth’s atmosphere. Since the shooting stars last for just a few momentsand the effects of the spell are unlikely to be impressive in daylight or cloudy conditions, this spell mostlyuseful as a novelty. It isn’t much use for signaling unless the night is clear and dark and potential observersare watching the night closely.

This is also a Light and Darkness spell.Duration: Instantaneous.Cost: 1 point per “star.” Can’t be maintained.Prerequisite: Create Fire or Create Light.

Smoke Rings RegularThis spell allows the mage to control the smoke from a pipe or similar item. He can make the

smoke change color, form rings or shapes, or move in a certain direction, limited only by his imagination.The smoke produced and controlled by this spell is too thin to obscure vision or cause breathing

difficulties. It might give the mage +1 to reaction rolls or Social skills when dealing with people who aren’tused to wizards and magic.

For extra energy, the mage can also produce thin smoke from the end of a wand, staff or otheritem, which he can control as described above.

This is also an Air spell.Duration: 10 minutes or the duration of one bowl of tobacco, whichever is more.Cost: 1 point, same to maintain. Add +1 if the mage needs to create the smoke to be shaped.Item: (a) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 30 points. (b)

Smoke-Ring Pipe GURPS Magic Items 2, p. 104. Energy Cost to Create: 25 points.Author: Adapted from GURPS Magic Items 2.

Spark Jet RegularThis spell is, essentially, a weak version of the Flame Jet spell. When the spell is cast, a stream of

hot sparks two hexes long shoots from the caster’s hand. If the jet hits, it does 1 point of damage and mightset incendiary material alight. Underwater, it produces a small jet of boiling water which does the sameamount of damage. In other respects, this spell is identical to the Flame Jet spell and can be used as itsprerequisite.

Duration: 1 second.Cost: 1 point, same to maintain.Prerequisite: Create Fire.

Sparks RegularThis spell makes a shower or swirl of colored sparks shoot from the end of the mage’s finger or

wand. This provides feeble illumination (less than the light produced by a candle), but is enough to signalthe mage’s location in the darkness or to provide a flashy show in dim light.

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The sparks follow the edges of the wizard’s wand or hand as it moves, producing the classic“sparkly wizard’s wand” effect. The mage can cancel the spell at any time. This is an extremely simple spelland similar results occasionally occur as a result of a failure with another spell.

This is also a Light and Darkness and Illusion and Creation spell.Duration: 1 minute.Cost: 1 point, same to maintain.

Elemental Water Spells

Bubble Bath RegularThis simple spell adds soap, bath oil and scent to water, creating soapy foam in the color, scent and

texture of the mage’s choice. The foam will block vision and might hide objects in the water, but it isharmless; the created material will not harm aquatic life or damage machinery.

This is also an Air spell.Duration: 1 hour.Cost: 1 for up to 10 gallons of water, 2 for up to 100 gallons, 3 per hex of water, half to maintain.Time to Cast: 1 second per point of energy.Prerequisite: Shape Water, Perfume.Magic Item: (a) This spell can be permanently cast on an area for 10 times the normal cost. (b) A

water tap or similar item. Any water that passes through the tap has this spell cast on it. Energy Cost toCreate: 10 points per 10 gallons of water that can be treated in a single “casting.”

Cold Jet RegularThis spell allows the mage to shoot an icy blast of air from the tip of his finger. The spell is

identical to the Air Jet spell, but it also cools the area around the subject by 30 degrees F.This is also a Weather (Air) spellDuration: 1 second.Cost: 1 to 3; half the amount of damage (2 to 6 dice) done. The jet’s range in hexes is equal to the

number of dice. Cost to maintain is the same.Prerequisite: Air Jet, Cool

Cool Water AreaThis spell is similar to the Cool spell, but it affects the temperature of water and other liquids. This

may cause fog to appear (see the Cool spell for details). See Immersion Shock under EnvironmentalHazards for the effects of immersion in cold water. This spell cannot lower the water temperature below theliquid’s freezing point.

This is also a Weather spell.Duration: 1 hour.Cost: 1/5 to cast (Minimum radius 10 hexes); same to maintain. Each base cost application lowers

the ambient temperature by 10 degrees F, same to maintain.Time to Cast: 1 minute per base cost application.Prerequisite: Cool, Shape Water.

Ice Jet RegularThis spell is a more dangerous version of the Snow Jet spell. When the spell is cast a frigid blast of

sharp ice particles shoot from the caster’s finger, flaying the target’s skin while freezing him and knockinghim back.

Each turn, the caster rolls vs. DX-4 or Magic Jet to hit, and rolls for damage if he hits. The attackmay be dodged or blocked, but not parried. Treat it as a hand weapon - an icy weapon without the weapon -but it cannot parry!

In addition, the freezing jet lowers the ambient temperature around the victim by 30 degrees F andknocks him back.

Duration: 1 second.Cost: 1 to 3; equal to the amount of damage (1d-1 to 3d-3) done. Knockback is equal to the

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amount of damage done. The jet’s range in hexes is equal to the number of dice. Cost to maintain is thesame.

Prerequisite: Snow Jet.

Permanent Ice Regular or AreaThis spell creates an area of ice or snow that will not melt under normal circumstances.The only things that will melt the ice are magical fire or spells such as Destroy Water or Melt Ice

The ice is normal in other respects and can be chipped away. If it is very smooth, it might have the sameeffects as the Ice Slick spell.

To make existing objects resistant to melting, use the Prevent Melting spell (q.v.).Duration: Permanent.Base Cost: 3, 2 to maintain.Prerequisite: Create Ice, Prevent Melting.Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Prevent Melting Regular, resisted by IQThis spell keeps ice (or other frozen liquid) from melting, no matter what the surrounding

temperature.If the mage wishes, the material will keep the same temperature that it had when the spell was cast.

Otherwise, its temperature will rise (or fall) normally, to its normal melting point, though the liquid willnever thaw.

Clever mages will find other offensive uses for this spell. For any hostile use of this spell, thevictim gets a roll vs. IQ to resist.

Duration: 1 minute.Cost: 1 point for a small quantity of liquid up to 1 quart, 2 for up to a gallon of liquid, 4 per 100

lbs. of material or 10 gallons, half to maintain. For 10 times the base cost this spell can be made permanent.Prerequisite: Magery, Shape Water.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Container. Any liquid

frozen inside the container will have this spell cast on it. Energy Cost to Create: 200 points per gallon ofliquid.

Repel Water Regular or AreaThis spell makes an item water-repellent. If it is dry when the spell is cast, it is impervious to

water. If it is wet, water (or other liquid) will fly out of the item, possibly dampening other items in thesame hex. If the mage wishes, he can specific a location where the expelled water will collect when the spellis cast. This spell cannot be used to expel the water from a living creature. It can, however, be used to drawwater and other liquids from a corpse.

While this spell is very similar to the Waterproof and Dehydrate spells, it does have its uses,especially if the mage wants to preserve the liquid expelled from an item.

Duration: Permanent.Cost: 1 for a small object or area (up to 1’ square), or 2 per hex or per lb. of material, half to

maintain.Time to Cast: 1 second per point of basic energy used to cast the spell.Prerequisite: Magery, Shape Water.

Warm Water AreaThis spell is identical to the Cool Water spell, above, except that it warms water or other liquids.

This might result in fog or mist depending on the circumstances. The spell cannot raise the temperatureabove about 120 degrees F, or the liquid’s boiling point, whichever is less.

This is also a Weather spell.Duration: 1 hour.Cost: 1/5 to cast (Minimum radius 10 hexes); same to maintain. Each base cost application

increases the ambient temperature by 10 degrees F, same to maintain.Time to Cast: 1 minute per base cost application.Prerequisite: Warm, Shape Water.

Water Fire Area

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This spell creates fire that will burn in water!In all other respects, this spell is exactly like the Create Fire spell, except that it can set fires

underwater, and water (except for Essential Water) will not extinguish it!Creatures in water take normal damage from Water Fire and this spell will even damage water-

based creatures that are normally immune to fire damage.This is also a Fire spell.Duration: 1 minute.Cost: 4, same to maintain.Time to Cast: 3 seconds.Prerequisite: Magery 2, Create Fire, Shape Water.Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Waterproof Regular, resisted by IQThis spell makes objects waterproof. While this spell is in effect, objects are immune to the effects

of being immersed in water or other liquid. Relatively fine-grained material such as cloth or wood isrendered completely impermeable to water, and water will not adhere to the surface of, or be absorbed by,any object treated with this spell.

This spell does not make a relatively porous objects or objects with obvious holes in themimpermeable to water. For example, a sieve with this spell on it would still let water through. A finelywoven cloth would be impermeable unless it had a tear in it, then it would not be waterproof at the tornspot.

This spell does not protect against the heat or cold damage caused by water-based spells, nor doesit protect against the effects of boiling, freezing, strong bases or acids. Fire-based creatures that arevulnerable to water are not protected by this spell.

If this spell is cast on metal objects, it will slow the effects of corrosion. If this spell is cast on aperson, it gives them up to +4 HT rolls to cancel the penalties for wet clothing or wet conditions whenmaking Survival rolls, or when resisting the effects of Cold. There is no bonus, however, if the character iscompletely immersed in water.

If cast on a character’s clothing in warm weather, it makes his clothing one class warmer whencalculating the effects of heat. For example, summer clothing would be treated as normal clothing when thisspell is cast. Unwilling subjects resist this spell with IQ.

This spell can’t be cast on a living creature.Duration: 1 hour.Cost: 1 point per 20 lbs. of material to be waterproofed, half (minimum 1) to maintain. If cast on a

person, the cost is 2 points, 1 to maintain.Prerequisite: Destroy Water.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Clothing or Jewelry.

Works for wearer only. Energy Cost to Create: 150 points. (c) This spell can be made permanent on anyobject for 10 times the base cost.

Enchantment Spells

Temporary Password RegularThis spell makes an object not work unless a password, set by the mage when the spell is cast, is

uttered. Alternately, the subject must be of a class of person set by the mage or they must perform certainactions when they first touch the object. Magic item can be reprogrammed with different passwords set bythe caster or by a person designated by the caster when the spell is cast.

Duration: 1 hour.Cost: 5, same to maintain.Prerequisite: Password.Time to Cast: 5 seconds.

Wand EnchantmentThis spell replaces the Staff spell in the Harry Potter universe.

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The wand spell is identical to the staff spell in most respects, except that it can only be used toenchant a wand - piece of hollow, turned wood between 10 and 16 inches long fitted with a core of magicalmaterial. To make a proper wand, roll vs. Professional Skill (Wand Maker).

When the wand spell is cast the wand is enchanted, but it is not attuned to the mage. Instead, itautomatically “attunes” itself to a mage who best fits the properties of the materials used to make it, givinghim a +2 bonus to spell skill. Other mages can use the wand normally, but they do not get the bonus. A rollvs. the better of the maker’s Professional Skill (Wand Maker) or Thaumaturgy skill will let him guess whichmaterials are likely to suit a particular wizard. The roll is at a -1 to -10 penalty for extremely unusual cases -mages with strange Unusual Backgrounds, strong Destinies, Divination Talent, high levels of Mageryand/or odd combinations of advantages and disadvantages.

The wand itself works like a staff, in that it acts as an extension of the mage’s hand, giving him areach of C, 1. It is too light to be an effective combat weapon, however. It has no effective attack, but canbe used as a Cheap Baton when parrying. Given that the wand has PD1, DR1, and break if it takes morethan 2 points of damage; it is not likely to survive such abuse. Wands can also be damaged or destroyed byfalls, crushing attacks and other abuse. For more information on the effects of a damaged wand, see thewands section.

Cost: 30 points.Prerequisite: Enchantment.

Food Spells

Bottomless Cup RegularWhen this spell is cast on a cup full of drink or a plate of food, more food or drink of that same

type appears when the container is almost empty until the subject has eaten or drunk his fill.The food or drink created is no better than what was originally there, but it is available in

seemingly endless amounts. However, in order for the spell to work, there must be some food or drink in thecontainer when the spell is cast.

Duration: 2 hours.Cost: 3, 2 to maintain. Double the cost for each additional person.Prerequisite: Create FoodItem: A plate or cup. Energy Cost to Create: 150 points.

Improved Create Food RegularThis spell allows the mage to create food out of thin air, as long as he has a tiny amount of at least

one of the ingredients of the recipe or a bit of food of roughly the same type.The food created can be of any recipe that the mage is familiar with which could be made from a

sufficient quantity of at least one of the ingredients present. For example, a few grains of rice and a bit ofdry leather thrown into a pot would turn into a tasty beef stew over rice or a beef and rice soup!

Food created with this spell is wholesome and ordinary in every way, but the quality of the food islimited by the mage’s skill with the Cook spell or his Cooking skill.

Duration: PermanentCost: 3 per meal created.Time to Cast: 10 secondsPrerequisites: Create Food, Bottomless Cup, CookItem: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Cooking utensil (such as a

spoon or ladle) or large rock. When placed in a pot of water, ingredients placed in the pot transformthemselves into an appropriate and tasty dish sufficient to feed each person who contributed ingredients.Energy cost to Create: 350 points. (c) Cooking pot. When ingredients are placed in this item, they turnthemselves into a tasty dish, as above. Energy Cost to Create: 350 points.

Pepper Breath Regular, resisted by HTThis spell is similar to Spice Jet spell, but it allows the mage to breathe a thick cloud of powered

hot pepper (either black or chili pepper) from his mouth.Each turn, the caster rolls versus DX-2 or Magic Breath skill to hit. This counts as an attack; it may

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be Dodged or Blocked, but not Parried. If the spell strikes, it causes no injury, but will temporarily blind thetarget unless he makes an HT roll.

If the HT roll is failed, each energy point in the spell blinds the target for 1 minute and is at -4 toDX, IQ and ST due to pain, sneezing and choking. After the target can see again, he will be at -3 DX forwatery eyes for a further 1d minutes. If the victim flushes his eyes with at least a gallon of water, he gets asecond roll vs. HT+2 to recover from the blindness and pain, although he will still suffer from watery eyesif he recovers.

On a successful HT roll, the victim covers his eyes, nose and mouth for one second and thereforeis at -3 DX for one turn. On a critical success, the victim is unaffected.

Duration: 1 second.Cost: 3 to 9 points. The jet's range in hexes is equal to one third of the energy put into it. Cost to

maintain is the same.Prerequisites: Spice Jet (See New Magical Opportunities at Illuminati University, Pyramid 32)

Prepare Food RegularAllows ingredients to be prepared for cooking or inclusion in a recipe. For example, this spell

allows grain to be malted for brewing, cherries to be pitted, shrimp to be shelled, vegetables to be peeled, orcream to be whipped into whipped cream.

Note that the quality of the final product depends on the mage’s skill (e.g., Cooking for preparingvegetables or whipped cream, or Brewing for malting grain for beer).

Duration: Permanent.Base Cost: 1 per 5 lbs. of food (minimum 1). Double cost for time consuming or complex

operations.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Cutting Board, Mixing

Bowl, or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 100 tocreate.

Random Flavor RegularThis spell randomly changes the flavor of a bit of food to something else. Although the new flavors

tend to be food flavors, they might not be particularly tasty. In extremely cases, the flavor will be incrediblyfoul. The GM should roll 3d, the higher the roll, the worse the flavor. Rolls of 17-18 produce extremelynasty flavors, such as vomit, earwax, motor oil or bile. Rolls of 15-16 produce unpopular food flavors suchas liver, spinach or tripe. Rolls of 3-4 produce remarkably delicious, unexpected flavors. Individual bits offood (such as kernels of corn or pieces of candy) each take on their own flavor. Solid masses of food have aconsistent flavor.

The wholesomeness of the food is not changed by this spell. Poisoned or contaminated foodremains dangerous even if it tastes delicious, fresh, wholesome food is still edible even if it tastes foul.

Duration: Permanent.Cost: 1 per lb. of food. Prerequisite: Flavor.

Gate Spells

Avoid Collision RegularThis spell makes space bend around a vehicle so that it avoids collisions with other vehicles or

objects. From the point of view of the vehicle occupants, it appears that objects “jump” out of the way toavoid the vehicle. As a side effect, this spell also makes it harder to collide with a vehicle in combat and itmakes it much easier to get through heavy traffic.

In combat, someone attempting to strike the protected vehicle with another vehicle or with a handweapon must win a Contest of his weapon or vehicle skill vs. the caster’s spell skill to successfully aim hisblow. If the attacker loses the contest, he misses automatically. Ranged weapons are not affected. In“ordinary” collisions, if the vehicle automatically avoids the collision.

In heavy traffic, this spell allows the driver to swerve into “gaps” that are too narrow toaccommodate the vehicle without magic. This gives +4 to Area Knowledge and/or Driving skill to avoid or

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get through roadblocks or heavy traffic.Duration: 10 minutes.Cost: 1 per 100 lbs. of vehicle (minimum 1), half to maintain.Prerequisite: Magery 2, TeleportTime to Cast: 1 second per basic point of energy.Magic Item: This spell can be permanently cast on a vehicle for 50 times the basic cost.

Change Path RegularThis spell can only be cast on a relatively well-defined thoroughfare, such as a road, trail, corridor

or staircase. When the conditions specified by the mage when the spell is cast are met, the trail changes itscourse, taking anyone who walks along it to a location specified by the mage. For example, a staircasemight lead to a different location on a certain day of the week, or it might lead people of a set type in onedirection while leading other people in another.

The new location and the new course of the trail cannot be more than twice the distance or lessthan half the distance of the trail to its original location. For example, a mage enchants a 30’ long staircasethat normally leads to a room on the second floor of a castle. He could “shrink” the staircase so that it waseffectively only 15’ long (perhaps so that it opened onto a hidden room, or left a 15’ “gap” between it andthe second floor), he could “twist” the staircase so that it retained its normal length but ended in a blankwall, or he could “stretch” the staircase up to 60’ (perhaps so that it exited onto the third floor or formed aspiral on its way to the second floor), but he couldn’t make the staircase vanish entirely or stretch 150’ tothe roof!

In any case, the basic grade of the pathway, its width and its condition can’t be changed by thisspell, only its length and course.

Duration: 1 hour.Cost: 3 per hex affected, half to maintain.Time to Cast: 10 seconds.Prerequisite: Create Space.Magic Item: This spell can be made permanent on an area for 10 times the base cost.

Create Space RegularThis spell creates an open area by magically warping space. Existing objects aren’t damaged;

they’re just somehow moved to make an open area.Note that this spell can’t be used to create space where no space exists, but it can be used to make

existing spaces larger, as long as the existing gap is at least 1 inch wide. For example, this spell won’t workagainst a well-made wall, but the mage could use the spell to enlarge an existing gap, such as a gapingcrack, or an arrow loop.

At the end of the spell, the created space vanishes. Anything (or anyone) in the space is “squeezedout” into the nearest available open space. If there is no available adjacent space, non-living objects vanish.Living creatures take 3d damage and are teleported to the nearest open space. If more than one location ispossible, the GM should roll randomly to see which way the subject goes.

Duration: 1 minute.Cost: 4 per hex of space to be created, half to maintain.Prerequisite: Create Gate or Hideaway.Time to Cast: 10 seconds.Item: (a) This spell can be cast permanently on an area for 10 times the normal cost. (b) Staff,

Wand, or Jewelry. Energy Cost to Create: 750 points.

Concealing Mirror RegularThis spell hides an object “inside” a mirror or other reflective two-dimensional surface. The

hidden item can only be retrieved when an identical (or nearly identical) item is reflected in the mirror.Then it appears on the body of the person who triggered the spell.

Duration: Permanent, until the object is retrieved.Cost: 5 points per pound of material to be hidden.Time to Cast: 1 minute.Prerequisite: Magery 3, Hideaway, Interactive Picture.

Create Dimension Area

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This spell allows the mage to create an “alternate dimension” that is slightly “out of phase” withthe material world. In most respects, the newly created “dimension” is like the physical world, unless themage deliberately changes the ambient pressure, temperature, gravity, atmosphere, etc. using magic.Depending on the mage’s whim, the new dimension can either be a pale gray dimly glowing empty space orit can mimic the appearance of the “same” area in the material world. In either case, occupants of thedimension can’t see the material world without using magic or special powers and occupants of the material world can’t “look into” the dimension without using similar powers.

When the spell is cast, the mage determines how the dimension is to be accessed from the materialworld and who (if anyone) can see and/or access the dimension. Typically, the selected people will see adoor or other opening that others cannot.

At the end of the spell, the created space vanishes. Anything (or anyone) in the space is “squeezedout” into the nearest available open space in the material world. Unlike the Create Space spell, this spelldoes not warp space to create the new dimension, so objects can’t be damaged or lost when they are“phased” back into the material world.

If this spell is made permanent, the mage can make the new dimension much more elaborate,casting spells and/or building structures to create his own unique “world.” In some cases, teams of mageshave labored to create beautiful (or horrifying) “pocket dimensions” with indigenous inhabitants, flora andfauna. Multiple castings of the permanent version of this spell can be joined together to make the dimensionlarger. Old dimensions, built up over years by teams of mages can be miles wide with multiple carefully-disguised entrances and exits

Duration: 1 minute.Cost: 5 per hex of space to be created, half to maintain.Prerequisite: Create Space.Time to Cast: 10 seconds.Item: (a) This spell can be cast permanently on an area for 10 times the normal cost. (b) Staff,

Wand, or Jewelry. Energy Cost to Create: 750 points.

Dimensional Picture RegularThis spell creates a “picture dimension” inside the frame of a photograph, drawing or painting. To

observers in front of the picture, the picture appears to be two dimensional, but objects in the picture appearto move. “Inside” the picture, however, there is actually an entire 3-dimensional “pocket dimension” thatmimics the terrain, weather, etc. seen from the “front” of the picture.

Inside the picture, objects can move as they would in the real world and living creatures behave asthey would “normally;” tigers stalk and roar, sheep bleat and graze and people carry on as they normallywould - talking, fighting, carousing just like normal people.

Since the “world” is much larger than the frame, to an outside observer, it seems that movingobjects in the picture “disappear” into areas outside of the frame or vanish over the picture’s “horizon.”

Note that living creatures cannot enter the world of the Dimensional Picture, nor can creatures inthe picture look out or escape.

Duration: 1 hour.Cost: 5 points per square foot of picture to be affected. The entire picture must be affected for the

spell to work, half to maintain.Prerequisite: Hideaway, Complex Illusion.Time to Cast: 10 seconds.Item: (a) This spell can be cast permanently on a picture for 10 times the normal cost. (b) Staff,

Wand, or Jewelry. Energy Cost to Create: 750 points.

Interactive Picture Regular, resisted by WillWhen this spell is cast, the subject can “enter” a picture previously enchanted with the

Dimensional Picture spell, and interact with the world in the painting. Unwilling subjects will be “suckedin” once they look at the enchanted picture from a range of 3 hexes or less unless they can make a Will rollto resist.

To viewers outside the picture, it looks as if the subject has become part of the scene and is justanother character. To the subject of this spell, it appears as if they have suddenly been thrust into a strange,possibly surreal world wearing (or carrying) only the possessions that they had on them before the spell wascast.

It is up to the GM to determine what happens to a person affected by this spell. He could treat it as

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an adventure where the subject gets to meet fictional heroes or he could just rule that the character isquickly killed. In any event, the “world” that the subject is placed in is ruled by the “reality” of the pictureinto which they are transported. A character in a “realistic” game might operate by “cinematic” rules if he is transported to the “world” of a Hollywood action film. A superhero would be terribly out of place if hewas transported to a “world” where supers didn’t (or couldn’t) exist. Any character would be out of place ina cartoon!

Although this spell can be used to allow characters to “visit” worlds that only exist in the media, itis also a potent way of disposing of enemies. Anyone who is faced with the prospect of being transportedinto a particularly horrifying or bleak “world” might have to make Fright Checks.

Unwilling subjects resist with Will.When the spell ends, the subject “pops back” into reality in front of the television set or monitor.

Physical and psychological damage inflicted in the “TV world” is real and must be healed normally.Duration: 1 minute (real time), time for the subject is subjective.Cost: 6, 3 to maintain.Time to cast: 1 minute.Prerequisites: Create Gate, Dimensional Picture.Item: This spell can be made permanent on a picture previously enchanted with the Dimensional

Picture spell for 150 points.

Shared Picture RegularThis spell allows the figures and objects in two or more Dimensional Pictures to interact with each

other, moving between the various “linked” pictures as they see fit. Characters from different pictures canvisit each other and interact with the backgrounds and landscapes of the shared pictures.

Travel from picture to picture is possible using any type locomotion available to the subject, but atthe normal rates of speed. Subjects must also follow normal routes of travel to get between the pictures. Forexample, Sir Cadogan, who inhabits the picture on the 7th floor of the north tower, wishes to visit ProfessorDippet, who inhabits the picture on the 4th floor in the center of the castle. To do so, Sir Cadogan wouldhave to travel “down” three flights of stairs and then “walk” to the room that contained Professor Dippet’spicture. To observers, it would appear that Sir Cadogan vanished from his “home” picture and “reappeared”at a later time in Professor Dippet’s picture. If multiple pictures along the way were hooked into the same“universe” of shared pictures, observers would see Sir Cadogan moving from picture to picture along hisroute.

When this spell ends, characters from shared pictures are returned to their own pictures.Duration: 1 hour.Cost: 6, 3 to maintain.Time to cast: 1 minute.Prerequisites: Dimensional Picture, Speaking Picture.Item: This spell can be made permanent on a picture previously enchanted with the Dimensional

Picture spell for 150 points.

Speaking Picture RegularThis spell allows figures in a painting previously enchanted with the Dimensional Picture spell to

interact with the world outside their picture’s frame. They can see the world outside their frame as if theywere looking through a window and can see, hear and communicate with observers as if they were alive.Intelligent creatures can carry on conversations with observers if they are so inclined. If the picture isportrait of a person painted from life, the painting’s voice, mannerisms and personality will mimic those ofthe real person, and the picture will “know” what the real person knew at the time the picture was made. Ofcourse, the figure’s willingness to divulge secret or personal information is entirely based on the realperson’s personality!

Fictional subjects will have their own personalities, skills and knowledge, either determined by theartist when he creates the painting, or created by the mage when the spell is cast.

This is also an Illusion and Creation spell.Duration: 1 hour.Cost: 10, 5 to maintain.Time to cast: 1 minute.Prerequisites: Personality, Initiative, Complex Illusion, Moving PictureItem: This spell can be made permanent on a picture previously enchanted with the Dimensional

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Picture spell for 500 points.

Healing Spells

Bandage RegularThis spell will clean, suture, and bind a wound.It gives +1 to Surgery skill and can substitute for a First Aid roll to bandage a wound or splint a

broken limb. The patient gets +4 to HT to avoid infection or other complications from the wound if thisspell is used.

Duration: Permanent.Cost: 1 pointItem: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

Cure DiseasePrerequisite is now 5 Healing spells.

Dentistry RegularThis spell allows the mage to perform any dental work. He can use this spell to painlessly clean,

remove, repair, improve or straighten teeth. This spell can also shrink teeth enlarged by the Grow Teethspell.

This is also a Body Control spell.Duration: Permanent.Cost: 1 for routine care (such as cleaning), 2 to repair a tooth (either to fill a cavity or fix a chipped

tooth), 3 points per tooth to remove, replace or straighten teeth.Time to Cast: 1 minute.Prerequisite: Minor Healing.Item: Staff, Wand, Jewelry or Dental Tool. Energy Cost to Create: 250 points.

Heal Bones RegularThis spell magically sets and mends broken or damaged bones. When the spell is cast on a limb,

hand or foot, that has suffered crushing or cutting damage, the subject gains just enough hit points to cancelcrippling injury to the limb. If the spell is cast on the subject’s head or body, he regains 1d hit points to healinjuries that involve broken bones (generally crushing or cutting damage only).

This spell can be used before the Minor Healing, Major or Critical Healing spells, but can’t beused afterwards. It can be used multiple times on the same subject, but only once per broken bone (or groupof bones) - repeated attempts to heal the same injury are not allowed.

Duration: Permanent.Cost: 1 for a single small bone (such as a finger), 2 to mend larger bones or broken limbs, 4 to

mend multiple, badly broken bones.Time to Cast: 3 seconds.Prerequisite: Minor Healing, Splint Bone.

Prosthesis EnchantmentThis spell allows the caster to produce an artificial limb with all the flexibility of a normal limb

that can then be grafted to the subject's body.The resulting limb can be as realistic or artificial looking as the mage wishes and might even be an

improvement over the natural limb. The only requirement is that the prosthesis be roughly the same size andshape as the original limb. The prosthesis spell grants the limb the flexibility and dexterity of a normal limband makes it fit perfectly to the stump.

After the limb has been made, but before it has been fitted, the mage can enchant the prosthesiswith other spell. If the limb is to be enchanted so that it is more effective than the subject's original limb,then the mage must use spells such as Might or Dexterity to enchant it.

Finally, once the limb has been fully enchanted, the mage joins the prosthesis to its owner's body.Except for the initial design session with the person who is to wear the prosthesis, this is the only part of the

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enchantment where the subject need be present. In this phase, the mage casts a permanent version of theAttachment spell that permanently grafts the artificial limb to the owner's body.

This spell can only be used to replace missing limbs or digits. It can't be used to graft new,artificial limbs to the subject's body.

See also the Heal Implants (Tech Magic) spell. Also, see the Go-Limb and Golem Limb spells forother variants on this concept.

This is also a Body Control spell.Cost: 200 points, 5 points to attach the limb.Prerequisite: Magery, Animate Object (Making and Breaking), Might, Dexterity, Attachment

(Body Control) and Remote Control (Movement).

Regrow Bones RegularThis spell regrows bones that are missing, either due to severe injury or spells such as Boneless.

The time it takes to regrow the subject’s bones depends on the number of bones that are missing.Unfortunately the regrowth process is somewhat painful; the subject is at -1 to ST, DX and IQ for theduration of the spell as his bones regrow. Mundane or magical painkillers can be used to negate this effect.

Duration: 1 hour per missing bone (or group of small bones), to a maximum of 8 hours.Cost: 2 for a single small bone (or group of small bones) such as a finger, 3 to mend a group of

bones, such as a hand, 4 to mend all the bones in a limb, or to regrow a skull, pelvis or spine, 6 to regrow allthe victim’s bones.

Time to Cast: 10 seconds.Prerequisite: Mend Bones.

Illusion and Creation SpellsAnthropomorph (VH) Regular

Not only does this spell animate an inanimate object, it also gives it the ability to see, hear, andspeak, and invests it with a degree of intelligence and a “personality” determined by the caster or the GM. Ifthe original object was not flexible, this spell gives it a degree of flexibility or small structures that allow itto move. "Limbs" created are based on the shape of the item. For example, a rock could roll itself along orscuttle along on pseudopods. A teapot could walk along on its legs and use its spout as a "trunk".

The object has a personality appropriate to its original nature, but never a truly malevolent oneunless the object was habitually used for evil purposes. The GM should use his imagination to come up withamusing personalities for animated objects. Most objects will have an IQ of 8, but especially old orimpressive items and items associated with scholarly pursuits might have higher IQ's. ST is based on theobject's HP and mass. HT is based on the object's original HP, for very large or small items, the GM shouldassign split HT scores for HT and HP. DX ranges from 8 (for clumsy items) to 12 (for extremely mobileitems like stools).

An intelligent being that has somehow been transformed into an objector whose soul is trapped inan object can act, speak, see, hear, and move by means of this spell. If that is the case, the object they arebound into takes on their personality.

Animated items cannot learn new skills, but they can carry on reasonable conversations in thelanguage they "heard" most often (with or without outrageous accents). They might talk about things theyhave "heard" or "seen" but most items will be loyal to their owner unless they have been badly used or havenaturally disloyal or mean personalities.

Items strongly associated with one particular craft will have the appropriate skill at level 12.Animated items are not servants of the mage who animated them. Further spells must be used to commanditems to service or to extract information from them.

Eccentric wizards often use this spell as an enchantment to create sentient companions or guardsfor their dwellings.

Duration: 1 minute.Cost: 4, plus 1 point per pound of material, half to maintain. Can be made permanent for 4,000

points plus 100 points per pound of material.Time to Cast: 10 seconds.Prerequisite: Magery 2, 10 Creation spells.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Jewelry. When attached to

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an object, the magic item casts this spell on the object and the object remains animated as long as thejewelry remains attached. Energy Cost to Create: 350 points.

Complex Transmutation (VH) RegularThis spell is nearly identical to the Great Shapeshifting spell, except that it will not work on living

creatures. The mage can turn any item into any other item, limited only to materials with which the mage isfamiliar.

However, like the Create Material spell, the cost to perform the transmutation is based on thechange in mass and the complexity, expense and rarity of the new object.

If the mage wishes to create a processed item, the GM should have the mage make a roll vs. theappropriate Craft, Professional or Scientific skill to properly formulate the material to be created. Forexample, in order to make glue, the GM might require the mage to make a roll vs. Woodworking orChemistry skill.

Cost to cast and the amount of material created depends on the inherent rarity and value of thematerial being created. Each "step" up a given scale doubles the base cost of the spell (so two steps wouldquadruple the cost, three steps would multiply it by 8, etc.). Each step down the scale halves the cost. Thebaseline for a given scale is the second entry on each scale, e.g. Common, Bulk, Semi-processed. Roundpoint costs up to the nearest tenth of a point, with a minimum of 1 point.

Rarity: Extremely Common (Dirt), Common (Iron Ore, Timber), Uncommon/Valuable (Iron, FineHardwoods), Rare (Ebony, Crystal), Very Rare (Gunpowder, specialized plastics in a modern setting),Extremely Rare (e.g., crystal, garnet, jade), Incredibly Rare (e.g., gold, silver, diamond).

Local Value: Worthless, Bulk Commodity (pennies a ton), Commodity (pennies a pound),Valuable (dollars a pound), Semi-precious (dollars an ounce), Precious (hundreds of dollars an ounce).

Processing: Raw (ore, raw timber), Semi-processed (crushed ore, dressed timber), Processed(refined ore, rough boards), Highly Processed (ingots of metal, planed boards), Finished (furniture, mosthousehold goods), Highly Complex (computers, guns).

Increase or decrease the final cost of the spell by a number of steps equal to the difference in rarity,value and processing between the object to be transmuted and the final form, to a minimum base cost of1/10 (minimum 1 point per lb.). Then give -1 to effective skill for every 10% difference in mass between theoriginal form and the final form. In addition, there is a -1 penalty to skill between the effective TL of theoriginal item and the finished item if the final item is of a higher tech level than the raw material.

The exception is when the mage is turning a transmuted item back into its original form. Then heuses based cost of 1 point per lb.

Example: A mage wishes to turn a 5 lb. rock into an early TL8 laptop computer. Rarity: A rock isExtremely common, a computer is Extremely Rare for 5 steps of increase. Local Value: The rock isworthless, the computer is Highly Complex, for 6 steps of increase. Processing: The rock is raw, thecomputer is highly complex, for another 6 steps. The final cost is 1/10 x 5 x 6 x 6 = 18 per lb. The final costto convert a rock into a computer would be 90 points. In addition, the mage is at -8 to skill to turn a TL0rock into a TL8 computer, plus -1 per pound of difference between the rock and the desired final weight ofthe laptop. Finally, the mage would have to make a successful roll vs. Electronics (Computers) skill to getthe computer to work correctly.

Example 2: A mage wishes to turn a TL8, 5 lb. laptop computer into a rock. There are nomodifiers for Rarity, Local Value or Processing because the mage is turning a more complex, rarer, morevaluable item into a less valuable one. Likewise, there are no penalties to skill because the mage is turning ahigher TL item into a lower TL one. There are no penalties for change in mass because the rock will havethe same weight as the former computer. Final adjusted cost is 1/10 per lb. x 5 or .5. Since the minimumcost to cast the spell is 1 per lb., the mage uses that cost instead for a final cost of 5 points.

If the mage later changed his mind and wanted to convert the rock back into a laptop, he would paythe base cost of 5 points, rather than having to spend 90 points, as he would if he were creating a laptopcomputer “from scratch.”

Duration: Permanent.Cost: 1/10 per lb. of material, as modified above, with a minimum of 1 point per lb.Time to Cast: 1 minute.Prerequisite: Magery 3, Transmutation.

Create Bindings Missile; resisted by STThis spell binds the target in magically created coils of rope. Unless the victim can roll vs. ST to

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break free, they are helpless for the duration of the spell.The missile has SS 12, Acc +2, 1/2d n/a and Max 100. It is targeted using DX-4 or the Spell

Throwing skill. The ropes have PD2, DR3, and HP6 and can be cut normally.Duration: Instantaneous (effects last for 1 minute).Cost: 4, 2 to maintain the effects. Each doubling of cost gives -5 to ST to break the bonds.Time to Cast: 3 seconds.Prerequisite: Enchanted Rope.Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Usable only by a mage.

Create Manacles Regular, resisted by DXThis spell creates any sort of manacle or body restraint with which the mage is familiar, from old

fashioned manacles or leg irons to modern handcuffs or straightjackets. The mage can either make therestraints appear in his hand and apply them normally, or he can attempt to magically place them on thesubject’s body. In the latter case, the subject gets a roll vs. DX to resist.

While the details of different types of manacles vary (see GURPS Cops for details of modernhandcuffs and leg irons), they generally have PD3, DR 4-6, and 5-15 HP. While restrained, the subject is at-2 to -4 to DX and DX-based skills and has either his Move or Manual Dexterity limited to some extent. Tobreak out of restraints using brute force, the subject must first make a Will roll, at +4 if he has the High PainThreshold advantage or -2 if he has Low Pain Threshold. He must then win a Contest of his ST vs. the HPof the restraints, with +1 to his effective ST per point of damage he is willing to accept to the restrained partof his body (i.e., arms for handcuffs, legs for leg irons). On a failed roll, the subject loses 1 fatigue andtakes 1d-2 crushing damage to the affected body part. On a successful roll, the subject breaks free but takescrushing damage as described above. Only on a critical success will the subject avoid taking damage.

Alternately, the subject can attempt an Escape roll to escape from restraints using skill.In any case, the mage who cast the spell can release his subject at any time.Duration: 10 minutes.Cost: 3 for handcuffs, manacles or leg irons, 4 for belly-bands or a straightjacket.Time to Cast: 3 seconds.Prerequisite: Ball and Chain or Enchanted Rope.Magic Item: This spell can be made permanent for three times the normal cost.

Create Material/TL (VH) RegularThis spell allows the mage to create raw or semi-processed material of a single type with which he

is personally familiar. The material must be an element or a relatively homogeneous material that can bedescribed in a simple phrase (e.g. "iron ingots", "two by four pine boards", “wood glue” or “Portlandcement”).

If the mage wishes to create a processed item, the GM should have the mage make a roll vs. theappropriate Craft, Professional or Scientific skill to properly formulate the material to be created. Forexample, in order to make glue, the GM might require the mage to make a roll vs. Woodworking orChemistry skill.

Cost to cast and the amount of material created depends on the inherent rarity and value of thematerial being created. Each "step" up a given scale doubles the base cost of the spell (so two steps wouldquadruple the cost, three steps would multiply it by 8, etc.). Each step down the scale halves the cost. Thebaseline for a given scale is the second entry on each scale, e.g. Common, Bulk, Semi-processed. Roundpoint costs up to the nearest tenth of a point, with a minimum of 1 point.

Precious and Semi-precious materials can't be created.Rarity: Extremely Common (Dirt), Common (Iron Ore, Timber), Uncommon/Valuable (Iron, Fine

Hardwoods), Rare (Ebony, Crystal), Very Rare (Gunpowder, specialized plastics in a modern setting)Local Value: Worthless, Bulk Commodity (pennies a ton), Commodity (pennies a pound),

Valuable (dollars a pound). Precious and Semi-precious materials can't be created.Processing: Raw (ore, raw timber), Semi-processed (crushed ore, dressed timber), Processed

(refined ore, rough boards), Highly Processed (ingots of metal, planed boards).Examples:Dressed timber for a palisade: Rarity: Common (in most areas), Local Value: Bulk, Processing:

Semi. No steps up, modifier: x1, Energy cost per lb. = .1 point.Lead shot for a sling: Rarity: Uncommon, Value: Commodity, Processing: High. Four steps up,

Modifier: x8, Energy cost per lb.: .8 points.

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Black Powder: Rarity: Very Rare, Value: Valuable. Processing: High. Seven steps up, Modifier: x128, Energy cost per lb.: 12.8. In this example, the mage would have to be familiar with gunpowder and hemust make a skill roll vs. Chemistry, Alchemy, and/or Demolitions skill to properly formulate the powder.

Duration: Permanent.Cost: 1/10 per lb. of material, as modified above.Time to Cast: 1 minute.Prerequisite: Magery 2, Create Object.Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 1,000 points.

Create Monster RegularWhen the mage casts this spell, he can summon a specific sort of non-human creature (anything

from a flobberworm, to a troll, to a dragon) that will do his bidding. In other respects, this spell is like theCreate Warrior spell.

Each different monster is a different variant of this spell that must be learned separately. It is up tothe GM to decide which variants of this spell he will allow in his campaign. It is also up to the GM to setthe energy cost to cast a particular spell variant.

As a rule of thumb, all Create Monster spells have a base cost of 2, plus 1 point for every 25 pointsof skills, attributes and advantage that are useful in combat.

Duration: 1 minute.Cost: 2 points, plus 1 point for every 25 points of combat skills, attributes and advantages, same to

maintain.Time to Cast: 1 second per every 3 points of base cost.Prerequisite: Magery, Create Warrior.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 times the cost of the spell. (b)

Statuette or Jewelry. When a command word is spoken, it turns into a set type monster. Energy Cost toCreate: 50 times the cost of the spell.

Disillusionment Regular or Area, resisted by IQ+Magery.This spell disguises an obviously magical object or creature so that it appears to be some normal

item. The exact appearance of the object or creature depends on the context in which it appears and ischangeable. For example, a griffin could be disguised on the ground so that it looked like a car or a horse ordisguised as an airplane if it were flying, the exact appearance is up to mage, with the GM’s approval.

Only people who are expecting something out of the ordinary or who have magical ability get aroll to resist this spell, otherwise, people pass it by without a second glance.

This is also a Communication and Empathy spell.Duration: 1 day.Cost: 1 for a small object or creature, 2 for a larger object or creature up to 50 lbs., 3 per hex of

creature or object, same to maintain. This spell can be cast as an area spell on an stationary object. In thiscase, the Base Cost is 1, same to maintain.

Time to Cast: 10 seconds.Prerequisite: Inconspicuous or Avoid and Simple Illusion.Magic Item: This spell can be permanently cast on an area or object (but not a creature) for 10

times the normal base cost.

Enchanted Chain Regular; resisted by DXThis spell is identical to the Enchanted Rope spell, but it creates a magic chain instead.The chain is a Fine quality weapon with the Dancing Weapon (Movement) spells cast on it. Whip

skill is used to aim the chain in combat. If the chain hits it does no damage, but will attempt to Entangle thevictim, starting with the body location it hit.

Treat the attempt to entangle as a contest between the victim's DX and the chain's Entangling skillof 12. If the chain tangles its initial hit location, it will then magically start to bind the victim. Treat this asanother contest of DX (or Escape skill) vs. Entangle, with a -2 cumulative modifier to the victim’s roll foreach contest the chain wins.

This penalty applies not only to contests of skill, but the victim's Move, Active Defenses, and DX-based skills. When the victim's DX penalty exceeds his DX, he is bound fast. Only if the victim rolls acritical success or wins three consecutive contests of skill does he shake off the chain.

While fighting the chain, the victim can do nothing else. If the victim or an ally attempts to cut or

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attack the chain, the chain has PD 3, DR 6, HP 25, and is at -4 to target. In addition, the chain has a Dodgeof 7 (including PD).

Duration: 1 minute.Cost: 4, 3 to maintain.Time to Cast: 3 seconds.Prerequisite: Enchanted RopeItem: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Magic Chain. Energy Cost

to Create: 500 points.

Enchanted Rope Regular; resisted by DXThis spell creates a magic rope that automatically attempts to entangle and bind any person it

strikes.The rope is a Fine quality weapon with the Dancing Weapon (Movement) spells cast on it. Whip

skill is used to aim the rope in combat. If the rope hits it does no damage, but will attempt to Entangle thevictim, starting with the body location it hit.

Treat the attempt to entangle as a contest between the victim's DX and the rope's Entangling skillof 12. If the rope tangles its initial hit location, it will then magically start to bind the victim. Treat this asanother contest of DX (or Escape skill) vs. Entangle, with a -1 cumulative modifier to the victim’s roll foreach contest the rope wins.

This penalty applies not only to contests of skill, but the victim's Move, Active Defenses, and DX-based skills. When the victim's DX penalty exceeds his DX, he is bound fast. Only if the victim rolls acritical success or wins three consecutive contests of skill does he shake off the rope.

While fighting the rope, the victim can do nothing else. If the victim or an ally attempts to cut orattack the rope, the rope has PD 1, DR 3, HP 10, and is at -4 to target. In addition, the rope has a Dodge of5 (including PD).

Duration: 1 minute.Cost: 3, 2 to maintain.Time to Cast: 3 seconds.Prerequisite: 3 Creation spells, Dancing Rope or Dancing Weapon.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Magic Rope. Energy Cost

to Create: 350 points.

Erase Regular or AreaThis spell removes, without a trace, any undesired mark, stain, writing or artistry.If cast on a magic item or magic spell (like the Magic Mark spell) treat this as a Contest of Skills

between the caster of the Erase spell and the caster of the other spell.Duration: Permanent.Cost: 1 for a small area, 2 for a large area. If cast as an Area spell, Base Cost is 3.Item: Staff, Wand or Jewelry. Energy Cost to Create: 150 points.

False Coins RegularThis spell is cast on leaves or pieces of paper, making them look and feel just like silver or gold (or

whatever) coins. For double cost, no material is needed - the mage creates coins out of thin air. The illusorycoins may be disbelieved, just like other types of illusions. However, for double cost, the mage cantemporarily create real coins which can’t be disbelieved!

Duration: 5 minutes.Cost: 1 per $20 worth of coins; half that to maintain. Double cost to make coins out of thin air.

Double cost again to temporarily create real coins.Time to Cast: 2 seconds.Prerequisites: Seek Metal, Simple IllusionItem: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points (b) Pouch, Box or Purse.

Energy Cost to Create: 250 points. Author: Adapted from Lee Gold (GURPS Japan)

Gossamer AreaA fine rain of gossamer web floats down into the area. While it is easily visible, it neither impedes

vision or movement. It vanishes once it reaches the ground.

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This spell can also be used to create confetti, in any shape or color the mage desires.This is also a Plant spell.Duration: 1 minute.Cost: 1/10 (minimum 1), half to maintain.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 50 points. (b) An area can be permanently

filled with gossamer for 10 times the base cost.Author: Adapted from Bob Traynor (From "Minor Magics for GURPS").

Minor Transmutation Regular, resisted by HTThis spell is a limited version of the Transfiguration spell. It is identical to that spell, except that

the spell won’t affect a subject which weighs more than 10 lbs. and it won’t turn the subject into an objectthat weighs more than 10 lbs. It also can’t affect any item with a Rarity of better than Uncommon/Valuable,a Local Value of better than Commodity, and a level of Processing better than Processed.

Duration: 1 hour.Cost: 1/10 point per pound of material to be affected, as adjusted per the Transmutation spell, with

a minimum cost of 1 per lb., same to maintain. Multiply the cost by 10 to make the change permanent.Time to Cast: 3 seconds.Prerequisite: Magery, Shape Earth, 3 other Illusion and Creation spells.

Moving Picture RegularThis spell enchants a photograph or picture so that the figures appear to move about freely,

behaving as they would when the picture was taken or the picture was made. The images can't talk andposses no real sentience, but they can “see” out of the frame and will react to the viewer as the viewerwould expect them to if they were alive.

Duration: Permanent.Cost: 1 point for a small photograph or picture, 1 point per square foot of area for larger pictures.Time to Cast: 3 seconds.Prerequisite: Simple Illusion, Suggestion.Magic Item: (a) Camera. Casts this spell on any pictures made with it. The enchantment is

originally on the film negative, but is magically “transferred” to any prints made from the film. Energy Costto Create 150 points. (b) Film. When placed in an ordinary camera, the film casts this spell on anynegatives. The spell is then transferred to any prints made, as above. Energy Cost to Create: 25 points.

Personality RegularThis spell gives an illusion, creation or inanimate object limited intelligence (IQ8) and a

personality chosen by the caster. It also gives the object the ability to sense when a person is interactingwith it, so it can respond appropriately. This spell is useful for making self-monitoring appliances or tools,or for humorous effects. For example, a mirror with this spell on it could be “programmed” to insult (orcompliment) anyone who looked into it.

A common version of this spell gives the item something of the caster’s or user’s own personality.Duration: 1 hour.Cost: 3 points, half to maintain. Every 2 extra points invested into the spell, the object’s IQ can be

increased by 1, to a maximum IQ equal to that of the mage’s IQ.Time to Cast: 10 seconds.Prerequisite: Magery, either Complex Illusion, Initiative or 3 Creation spells.Magic Item: This spell can be made permanent on any object for 150 points.

Ridicule Regular, resisted by IQThis spell makes the subject appear silly, as imagined by the mage. For example, the subject could

appear to be dressed in silly clothes, or he could appear to take a pratfall into a mud puddle, although hisactual appearance and motion is unchanged. Depending on the situation and the caster’s sense of humor,any observers might have to roll vs. Will to avoid laughing unless they can make an IQ roll to disbelieve theillusion. Unwilling subjects get a roll vs. IQ to resist.

This is also a Communication and Empathy spell.Duration: 10 seconds.Cost: 3, 2 to maintain.Prerequisite: Simple Illusion, Sense Emotion.

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Transmutation (VH) RegularThis spell allows a quantity of one material to be converted into another material, based on the

similarity in nature and quality between the existing material and the desired material. The caster can transmute matter only between forms with which he is familiar, and both the

transmuted material and the material it is to be transmuted to must be relatively homogeneous. (For example, flesh could be turned to iron, but it couldn't be turned into a robot, even if the caster knew how tobuild a robot.) A good rule of thumb is that the desire material must be describable in a single short phrase,like "black granite", "soft rubber" or "burled maple".

Cost to cast and the amount of material created depends on the inherent rarity and value of thematerial being created.

Base cost of the spell depends on the difference in rarity, phase change, degree of transformation,local value and processing of the material created between the two materials. Each "step" up a given scaledoubles the base cost of the spell (so two steps would quadruple the cost, three steps would multiply it by 8,etc.). Each step down the scale halves the cost. The baseline for a given scale is the second entry on eachscale, e.g. Common, Bulk, Semi-processed. Round point costs up to the nearest tenth of a point, with aminimum of 1 point.

Precious and Semi-precious materials can't be created.Phase Change: Gas, Plasma, Liquid, SolidDegree of Transformation: Non-Organic, Organic, LivingRarity: Extremely Common (Dirt), Common (Iron Ore, Timber), Uncommon/Valuable (Iron, Fine

Hardwoods), Rare (Ebony, Crystal), Very Rare (Gunpowder, specialized plastics in a modern setting)Local Value: Worthless, Bulk Commodity (pennies a ton), Commodity (pennies a pound),

Valuable (dollars a pound). Precious and Semi-precious materials can't be created.Processing: Raw (ore, raw timber), Semi-processed (crushed ore, dressed timber), Processed

(refined ore, rough boards), Highly Processed (ingots of metal, planed boards).Examples:Flesh to Salt: Phase Change: Solid to Solid, Degree: Living to Non-Organic, Rarity: Uncommon

to Common, Local Value: Commodity, Processing: Raw to Raw = .1 points per lb.Wood to Iron: Phase Change: Solid to Solid, Degree: Organic to Non-Organic, Rarity: Common

to Uncommon, Local Value: Bulk to Commodity, Processing: Semi-Processed to Processed = .4 points perlb.

Duration: PermanentCost: 1/10 per lb. of material, as modified above.Time to Cast: 1 minute.Prerequisite: Create Material.Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 5,000 points.

Knowledge Spells

Attune Object RegularThis spell makes an object "resonate" with a willing recipient, regardless of the subject's distance

from the object. When another person of a specific class touches the object, he will know the subject'slocation. This spell is commonly used one letters and packages so that owls can carry them to the user'slocation. It is possible that wizardly owls are either enchanted with some variant of this spell, or can cast thespell themselves.

Duration: 1 day.Cost: 3, 1 to maintain.Prerequisite: Seeker.

Find DirectionThis spell tells mage which way is north (or whatever direction he wishes). If the caster has a

wand, staff or similar object in hand, it will spin in his hand to point the appropriate direction.

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DivinationAll Divination spells and other spells that attempt to predict the future require the Divination

Talent advantage. In addition, they are all treated as M/VH skills and maximum adjusted skill can’t exceed12. Commonly available forms of divination include Astrology, Chiromancy (Palmistry), Crystal Gazingand Cuisinomancy (Tea Leaf Reading).

Know Personality Regular, resisted by IQThis spell allows the mage to get a general sense of the subject's personality, strengths, weaknesses

and interests, as if the subject had conversed with the subject for a few hours. Unwilling subjects roll vs. IQto resist.

Duration: Instantaneous.Cost: 3 points.Prerequisite: Sense Emotions.

Selection RegularWhen this spell is cast, a magical fire springs into being. The mage then throws slips of paper

bearing names of possible candidates or possible outcomes into the fire. At the end of the spell, the bestchoice(s) are returned to the mage’s hand, the other slips of paper are consumed by the fire as it goes out.

The “best” candidate for the task or the “best” course of action depends on the task at hand and thecharacters involved, as determined by the GM. When choosing the right person for a quest or other complextask, the “best” character is generally the one with the highest point value. For a simpler task, the GMshould compare skill levels in the relevant skills.

Duration: 1 day.Cost: 3 points, plus 1 per choice added to the flames.Time to Cast: 1 minute, plus the time needed for the spell to return its results.Prerequisite: Magery 2, Know Personality, Divination.Magic Item: Goblet. When a command word is spoken and/or a ritual is performed, red flame

leaps from the bowl of the goblet. Candidates for a specific task place their names in the flames. On the nextday, the goblet will reveal the name(s) of the successful candidate(s) to an impartial judge. In most cases,the goblet also has the Geas spell on it, so that those who submit their names are bound to fulfill the task ifthey are selected. Energy Cost to Create: 1,000 points, plus the cost of any additional enchantments.

Light and Darkness Spells

Color Change RegularThis spell makes an object change color as the caster desires, either randomly or through a pre-set

palette of colors. The caster can either consciously control the color change or let it cycle according to apre-set pattern. For example, a bottle of ink could be made to change color randomly as you write.

This is also a Making and Breaking spell.Duration: 1 minute.Cost: 1 per 5 lbs. of material or per hex affected.Prerequisite: Either Colors or Dye.Magic Item: (a) For 10 times the normal cost, this spell can be made permanent. (b) Ink or dye.

Casts this spell permanently on any area it touches.

Continual Illumination AreaThis spell creates a diffuse light in each hex in the area of effect.Duration: Variable. Roll 2d for number of days.Base Cost: 2 for a dim glow, 4 for the brightness of fire, 6 for a glare so bright as to be painful at

close range.Time to Cast: 1 second per point of base cost.Prerequisite: Continual Illumination, Continual Light.

Dark Mark Regular

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This spell creates a huge, luminous wizard’s mark unique to the wizard or wizardly faction thatcast it. This mark looks vaguely like a neon sign made up of individual bright, colored lights. At night it canbe seen for miles and provides illumination within a 50 yard radius.

In the World of Harry Potter, only Death Eaters cast this spell, and it only produces Voldemort’smark - a green skull with a snake emerging from its mouth. Since the Death Eaters often left this spell at thescene of their crimes, any wizard seeing the mark must make a Fright Check. If cast in a crowded area, athis spell can cause panic. This isn’t an inherent part of the spell, however, it’s just the psychological effectthat Voldemort’s mark has on the average wizard.

Duration: 1 hour.Cost: 4, 2 to maintain.Prerequisite: Shape Light.

Douse Light Regular, resisted by SpellThis spell puts out electric lights, lanterns, torches and candles. It also cancels the Light spell and

temporarily cancels the Continual Light spell. Unlike the Darkness spell, it doesn’t darken the area where itis cast, it just puts out lights.

This is also a Fire spell.Duration: 1 hour.Cost: 1 per light for small lights, such as Christmas lights or candles, 2 for brighter lights, such as

torches or ordinary light bulbs, 3 for bright lights such as Light Spells or street lights.Prerequisite: Shape Light.Magic Item: (a) Any item. Allows the subject to cast the spell. Mages with a sense of humor often

enchant cigarette lighters with this spell. Energy Cost to Create: 150 points. (b) Light Source. Any lightsource (such as an electric lamp) or holder for a candle or flame (such as a candlestick or a lantern) canhave this spell on it. When it is touched and a command word is spoken, any light it produces (or holds)goes out. Energy Cost to Create: 50 points.

Fairy Lights AreaThis spell fills an area with small, faint slightly shimmering lights, such as those produced by some

types of fairy. While the main effect is decorative, the lights produce enough light to reduce Darknesspenalties by -2, to a maximum of -5.

Duration: 1 hour.Base Cost: ½, half (minimum 1) to maintain.Magic Item: For 10 times the base cost, this spell can be made permanent.

Illumination AreaThis spell creates a diffuse light with the strength of a candle flame in each hex in the area of

effect.Duration: 1 minute.Base Cost: 1 to cast, 1 to maintain.Time to Cast: 1 second per point of base cost.Prerequisite: Light.

LightThis spell creates a light with the same brightness as a candle at the tip of the mage’s wand, or in a

particular location, as the mage prefers. If the light is created at the end of the mage’s wand, noconcentration is needed to move the light; it moves with the caster as long as he holds his wand. If the magedrops his wand, however, the light goes out.

Duration is increased to 10 minutes.

Luminous RegularThis spell makes an object glow faintly in the dark. The light it produces is too faint to be seen in

normal light, but it reduces Vision penalties in its hex, and adjacent hexes by -2, to a maximum of -5.Duration: 1 day.Cost: 1 per 10 lbs. of material affected, 1 to maintain.Magic Item: This spell can be made permanent on an object for 10 times the base cost.

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Luminous Message RegularThis spell makes a slogan button or some other small object become faintly luminous, with a

design or short message picked out in contrasting, slightly brighter light. At the wearer’s (or mage’s)command, or under certain circumstances set by the mage, the item’s message or coloring can change.

This is also a Communication and Empathy spell.Duration: 1 day.Cost: 1 to create a button that can change between two different messages, add 1 per each

additional message.Prerequisite: Literacy, Shape Light.Magic Item: This spell can be made permanent for double the normal cost.

Sky View AreaThis spell can only be used indoors. When cast, it “projects” a view of the sky overhead onto the

ceiling of the room, as it would appear to an observer standing outdoors.Duration: 1 hour.Base Cost: 1/10 points (minimum 1), half (minimum 1) to maintain.Item: (a) This spell can be permanently cast on an area for 10 times the base cost. (b)Staff, Wand

or Jewelry. Energy Cost to Create: 150 points.

Slow-Motion Vision RegularThis spell allows the cater (or a willing subject) to see an “instant replay” of events he has seen in

slow motion. If the scene observed is part of a sporting event or other formal contest, and the mage has skilllevel 12 with the appropriate skill, he can add diagrams, captioning, and other “special effects” appropriatefor the sport if he wishes.

This spell gives the mage an effective +4 to his Vision rolls to detect subtle or fast-moving actions,but, unfortunately, he is effectively blind to current events while using the “instant replay.”

Duration: 10 minutes, the subject can use the “instant replay” ability for anything he has seen in thelast minute.

Cost: 4, 3 to maintain.Prerequisite: Keen Eyes or 5 Light and Darkness spells.Time to Cast: 3 seconds.Magic Item: Binoculars, telescope or similar device. Under normal circumstances, the item

functions as a normal magnifying instrument. However, when the user speaks a command word or touches abutton, he can cast this spell on the item, allowing him to see events through the item as “slow motioninstant replay.” Energy Cost to Create: 500 points.

Making and Breaking Spells

Alter Clothing Regular; Special ResistanceSource: Pyramid.

Blast (VH) Regular, resisted by HTThis spell is similar to the Shatter spell, but it affects a larger area and can partially destroy

inanimate objects. For every two points of energy put into the spell, the blast will do 1d damage toinanimate objects. Living objects, even those in the same hex as the target will not be affected directly bythe blast, although they might be injured if the blast causes a wall or ceiling to collapse.

The item to be blasted resists with its HT. If it wins the contest, it takes only half damage.Duration: Instantaneous.Cost: 2 per 1d damage, up to 6d maximum.Prerequisite: Magery 2, Expel, Shatter.

Break Regular, resisted by HTThis is a weaker version of the Weaken or Ruin spell. When it is cast, the item specified by the

mage breaks as if it had been dropped or smashed by a heavy blow. Tough, flexible items break in a single

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location, fragile, brittle items break into many pieces.The item to be blasted resists with its HT. If it wins the contest, it takes no damage.Duration: Instantaneous.Cost: 1 for a small, fragile item such as a wine glass, 2 for a larger, tougher item such as a wand or

a small knife weighing up to 1 lb., add 1 point per additional 2 lbs. of weight.Prerequisite: Sense Weakness.

Change Linens RegularThis spell cleans, straightens and changes bedding, tablecloths, towels, and the like. If there are

clean items of a similar type near at hand, the old (but cleaned) linens will be swapped with the new linens.If there is no linen near at hand, the mage can combine this spell with the Create Cloth spell if he knows itto create new linens.

Duration: Instantaneous.Cost: 1 to change a small item (like a tablecloth or a pillow case), 2 to change a bed. Triple cost to

create new linens.Prerequisite: Clean. Create Fabric is required to create linens.

Create Clothing RegularSource: Pyramid.

Create Fabric RegularSource: Pyramid.

Create ObjectFor double cost, objects do not vanish if they leave the hand of a living creature. For 10 times the

normal cost, items created with this spell can be made permanent.

Indelible RegularThis spell makes ink, dye or paint indelible, so that it can’t be removed by mundane means and it

won’t fade.Duration: Permanent.Cost: 1 for a small area, 2 for a larger area less than 1 hex, 3 per hex.Prerequisite: Dye.

Mass Create Object (VH) RegularThis spell is identical to the Create Object spell, except that it allows the mage to create multiple

items of the same type.Duration: Indefinite, as long as it is touching a living, thinking being.Cost: 2 for every 5 lbs. the created item weights. For double cost, objects do not vanish if they

leave the hand of a living creature. For 10 times the normal cost, items created with this spell can be madepermanent.

Time to Cast: Equal to cost, in seconds.Prerequisite: Create Object.

Repair Magic Item RegularThis spell is like the Repair spell, but it also temporarily re-enchants a magic item that has lost its

powers due to breakage. The better the rolls, the more of the item’s powers are restored, but the item won'tfunction perfectly unless the mage rolls a critical success.

This is also an Enchantment spell.Duration: Permanent.Cost: 10 per 10 lbs. that the object weighs (minimum 10).Prerequisite: Magery 2, Repair, Enchant.Time to Cast: 2 seconds per pound of weight.Magic Item: Spellotape. This is a sticky transparent tape rather like mundane cellophane tape.

When a sufficient amount of tape is wrapped around the broken object, it casts the spell on the object. Therepair lasts as long as the tape remains in place. If the tape is removed, the spell ends and the item is brokenagain.

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Severing Regular, resisted by HTThis spell magically splits or severs an object. The spell can be used on a living creature to cut off

fingers, toes or other appendages, but in this case the victim gets a roll vs. HT to resist. If he fails, theappendage is painlessly, bloodlessly removed.

For every two points of energy put into the spell, the spell does 1d damage to the targeted item.However, if the amount of damage done does not equal or exceed an item’s DR and Hit Points (or a livingcreature’s DR, plus the number of Hit Points required to cripple the limb) the spell fails and the target takesno damage.

If the spell is cast on a living creature and succeeds, although the subject loses the limb, they donot lose any hit points and do not suffer any penalties due to pain.

This is also a Healing and a Body Control spell.Duration: 1 second, effects happen instantaneously and are permanent.Cost: 2 to 6 points (2 per 1d damage, up to 3d damage maximum). Can’t be maintained.Time to Cast: 3 seconds.Prerequisite: Ruin.

Meta Spells

Mass Dispel Magic AreaDispels magic on everything within a given area. In other respects, it is like the Dispel Magic spell.Duration: InstantaneousCost: 4 (minimum 8 points), can’t be maintained.Time to Cast: 10 secondsPrerequisites: Magery 2, Dispel MagicItem: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 750 points.Author: Adapted from GURPS Magic Items 1

Prior Incantato Information, resisted by IQThis spell reveals the last spell cast by a wand or a mage. Each casting of this spell reveals one

spell, starting from most recent and working backwards. When the spell is cast, the wand produces a“shadow” of the spell it last cast. The shadow is harmless, but its symbolism is obvious to any observer whocan make an IQ or Thaumaturgy skill roll. For example, a wand last used to kill a person with the AvadaKedavra spell would produce a ghostly shadow of that person who could speak, move around, and recountits last moments.

If this spell is cast on a person or on a wand held by its owner, the subject gets a roll vs. IQ toresist. If the spell is cast on a wand that is not in its caster’s possession, no resistance roll is allowed.

Duration: Instantaneous. Spell “shadows” last for 10 seconds.Cost: 3 points.Time to Cast: 3 seconds.Prerequisite: Detect Magic

Sacrifice Counterspell SpecialThis powerful spell requires the mage to voluntarily die to protect somebody they love or care

about. When the spell is cast, the mage dies, but the subject gains several powerful magical protections.First, they permanently gain the Luck advantage. If the subject already has the Luck advantage, the

sacrifice increases his Luck by one level, to a maximum of Ridiculous Luck.Second, the subject gets 10 levels of Magic Resistance against any hostile spells for one month

after the spell is cast. Beneficial spells and the subject’s own spells are not affected by this protection.These levels of Magic Resistance are invisible to anyone who attempts to cast a spell on the target unlessthe attacker first uses the Detect Magic spell.

Finally, if an attacker rolls a critical failure with a hostile spell directed at the subject (very likelyconsidering the subject’s levels of Magic Resistance), the spell is reversed so that it hurts the attacker andbenefits the subject. The exact details are up to the GM, but they should be suitably dramatic.

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This spell will only work to protect characters that the mage truly loves, respects and/or caresabout, as determined by both the mage’s player and the GM. As a rule of thumb, the mage should haveeither the Sense of Duty or Fanaticism disadvantage towards the subject of the spell. Finally, unless thesubject and/or the mage are in immediate deadly peril the mage must make a roll vs. Will-4 (possiblymodified by suitable mental disadvantages such as Charitable, Low Self Image or Selfless) to even considerusing this spell.

Duration: As described above.Cost: The caster’s life.Prerequisite: Magery, Counterspell, Remove Curse, 20 other spells from any college.

Mind Control Spells

AwakenThis spell also resists the Stun or Mental Stun spells.

AvoidThis spell is an extremely common form of muggle-repelling spell. The wizard who casts the spell

can set it so that the spell affects all people of a certain class, not just anyone but the mage. Magically-awareobservers may add any levels of Magery to their resistance roll. The presence of magic in the area partiallycancels the concealing aspects of the spell when seen by a magical observer.

Cheer Area, resisted by IQThis spell makes the subject(s) feel relaxed and cheerful. For the duration of the spell, the subject

reacts to any basically friendly and non-threatening person at +2. He also gets +1 to morale and Frightchecks and +1 to Will rolls to resist the effects of negative mental disadvantages, such as Bad Temper orBully. Finally, he gets +4 to resist the effects of Chronic Depression. This spell also counters the Fear spell.

Duration: 10 minutes.Base Cost: 1, half to maintain.Prerequisite: Sense Emotion.

Confusion Area, resisted by IQThis spell is similar to the Daze spell, but instead of ignoring his surroundings, the subject acts

randomly, even irrationally. He might wander aimlessly, attack his companions, greet foes as friends orsomething else. The exact effects are up to the GM, but the subject’s actions will always be useless andmight be dangerous or harmful. Roll 3d, the worse the roll, the worse the subject’s behavior will be. On avery good roll (3-5) the subject’s behavior is harmless, if perhaps slightly embarrassing. On a very bad roll(16-18), the subject does the worst thing possible in the situation - he attacks friends in combat, tries to takeoff his clothes while screaming obscenities while at a diplomatic reception, etc.

When the spell ends or the subject is freed from its effects, he will not remember what happened,as if the Forgetfulness spell had been cast on him.

This spell can also be used to confuse anything that has some measure of “intelligence” or“personality” including machines and magic items. If used against a computer or similar item, roll a Contestof Skill between the mage’s skill and twice the complexity of the computer “brain.” If used against a magicitem, roll a contest of skill between the caster’s skill and the skill of the mage who enchanted the item.Confused machines or magic items lose data, change the parameters of their programming, change theirselection criteria, etc. as determined by the mage.

Duration: 1 minute.Cost: 4 to cast, 2 to maintain.Time to Cast: 2 seconds.Prerequisite: Madness.

Control PersonThe caster’s body does not fall unconscious while controlling the victim, though the mage must

concentrate to control his victim and he remains unaware of his surroundings while doing so.

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Desire Area, resisted by WillThis spell gives the subject(s) a vision of the thing(s) they most desire. The subjects must make a

roll vs. Will or stand transfixed while they daydream, just as if the Daze spell had been cast on them.Duration: 1 minute.Cost: 4 to cast, 2 to maintain.Time to Cast: 2 seconds.Prerequisite: Madness, Daze.Magic Item: Mirror of Desire. This item looks like a large, ornate mirror. Anyone who looks into it

will see a vision of the things they most desire. They must roll vs. Will immediately to avoid gazing raptlyinto the mirror. Subjects who are enraptured may roll vs. Will every minute to look away, breaking thespell’s effect. At the GM’s option, characters may also roll vs. Will when they are shaken, startled orharmed.

Follower Regular, Resisted by WillThis spell keeps a person from moving more than 30 yards away from the mage.The mage can change the distance of the “leash” by concentrating. If the mage “pulls in” the leash,

the person will move towards the mage at its maximum movement rate. The spell will make the personstand still, sit, keep station, and follow the mage when caster desires it.

If the Leash spell would put the person in actual danger (for example, if the person needs to runaway from a threat), it gets a new Will roll to resist the spell each turn until the spell is broken or the threatdissipates. If the person is endangered because it is on a “short leash,” the spell won’t is not canceled if theperson makes its roll, but the spell will “lengthen” the “leash” sufficiently to allow the person to get out ofdanger.

Alternately, the mage can choose an object or hex as the focus of the spell. In this case, the personcan’t move more than 100 hexes (or less, if the mage specifies) from that object or hex. The mage can alsomake certain areas within the area covered by the Leash “off limits” to the person, if he specifies them whenthe spell is cast.

This spell can be made permanent on either an person or a location. In either case, lack of adequatefood, water, or shelter from the elements or natural hazards counts as a threat, and gives the person a newroll to resist the spell.

Other than the restrictions listed above, the person is free to move and act as they please.Duration: 4 hours.Cost: 3, plus 3 for every hex the person occupies, 2 to maintain.Time to Cast: 30 seconds.Prerequisite: Loyalty.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) A collar or similar

restraint. Casts this spell on any person that wears it. Energy Cost to Create: 350 points.

Mindwipe (VH) Regular, resisted by IQThis spell is similar to the Mindlessness spell, but it gives the subject amnesia, as per the

disadvantage. The subject retains his basic intelligence and personality, but is completely unaware of anyskills, advantages, disadvantages, spells and powers he might have. This spell can be reversed if anothermage recasts the Mindwipe spell and wins a Contest of Spells with the original Mindwipe spell.

Duration: Permanent.Cost: 5 points per minute of memories to be altered.Time to Cast: 1 second per point of energy cost.Prerequisite: Magery 2, Oblivious.

Oblivious (VH) Regular, resisted by IQThis spell is similar to the Permanent Forgetfulness spell, but it makes the subject forget all events

surrounding an event and fills any gaps in his memory with mundane details, as specified by the mage. LikePermanent Forgetfulness, the subject also forgets that he was ever enchanted. Unlike the PermanentForgetfulness spell, this spell cannot make the subject forget skills or spells. This spell can be reversed ifanother mage recasts the Oblivious spell and wins a Contest of Spells with the original Oblivious spell.

Duration: Permanent.Cost: 5 points per minute of memories to be altered.

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Time to Cast: 1 second per point of energy cost.Prerequisite: Forgetfulness.

PossessionLike the Control Body spell, the caster’s body does not fall unconscious while controlling the

victim, though he must concentrate to control the victim and remains unaware of his surroundings whiledoing so.

Uncontrollable Laughter Regular, Resisted by WillThe subject is overcome by the uncontrollable urge to laugh.Unless the subject resists with Will, they are overcome by laughter, and everything they see or hear

seems outrageously funny. Laughing characters are at -2 to all skills and abilities. Active defenses arereduced by -1. Movement is halved.

Laughing characters react to anything at +2 (with reactions modified towards ignoring the subject),unless it is an obvious, immediate threat to their survival. Any shock or shocking stimulus (like a potentialFright Check) gives victims of this spell another Will roll to throw off the effects of the spell.

Characters who laugh for five minutes straight begin to suffer from muscle cramps and breathingproblems. When this happens, victims may roll vs. Will. If they fail, and the subject keeps talking, they maycontinue to make Will rolls every 5 minutes thereafter until they resist the spell.

Characters who fail their Will rolls take 1 point of Fatigue damage per 5 minutes of laughter.When Fatigue reaches 0, they fall unconscious and remain unconscious until the spell ends.

Duration: 1 minute.Cost: 3, 2 to maintain.Prerequisite: Cheer, Foolishness.Item: (a) Staff, Wand, or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or

Jewelry. Casts this spell on the wearer. Always On. Can’t be removed. Energy Cost to Create: 250 points.

Movement Spells

Air GolemThis spell can also be used to make an item perform a single action on command. For example,

tongs could be commanded to move and grip, playing cards could be commanded to shuffle, and so forth.

Animate Body Regular, resisted by IQThis spell allows the mage to animate a dead or unconscious body (or any other similar object),

allowing it to walk about or even attack. Unlike Necromantic spells that have similar effects, this spell doesnot turn the body into an undead creature.

In order to animate the body, the mage must concentrate on the spell and he must be able to see thebody by some means. (Wizard Eyes and similar spells count for this purpose.) If the mage is distracted, thespell doesn’t automatically end, but the body falls to the ground. In order to regain control, the mage mustmake a skill roll, and he must spend 2 turns bringing the body back to its feet.

The body retains the ST and HT it had in life, but “dies” (if it is already dead) when it reaches 0HP. If the spell was cast on an unconscious body, spell ends when the body takes more than its base HP indamage or regains consciousness. The body’s Move is equal to half the mage’s Move or half the Move ithad in life (or consciousness), whichever is less.

The body has no IQ, and its DX and physical skills are those of the mage at DX-4 (or skill -4).However, no skill or attribute can ever be raised above 12. No matter how good the mage is, he can’ttransmit his skills very well. The body cannot speak nor can it use any mental skill or any physical skill thatrequires internal concentration.

Unconscious victims get a roll vs. IQ to resist.Duration: 10 seconds.Cost: 3, 2 to maintain.Prerequisite: Magery 2, Levitation.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Clothing or Jewelry.

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When placed on a dead or unconscious body the item casts the spell. Unconscious victims get a roll vs. IQto resist. Energy Cost to Create: 250 points.

Attract Object RegularThis spell attracts an object towards the caster’s hex. The attractive force is equal to twice the

amount of energy put into the spell, but decreases by 1 per hex of distance.The spell will have no effect on objects heavier than 20 times its ST. Note that to drag an ordinary

human (weight 150 lbs.) along an ordinary floor, the spell would need a ST of at least 8. If this spell is caston a person or an object being held or worn by a living creature, the subject also gets to “resist” with STevery turn.

Duration: 1 minute.Cost: 1 per 2 ST worth of “attraction”Prerequisite: Magery 2, Apportation.Time to Cast: 2 seconds.

Automobility RegularThis spell allows a vehicle to move at its normal rate without an obvious motive force. For

example, wagons can move without horses and cars can move without gas.This spell does not give the vehicle any extra boost to performance; it only lets it move without an

obvious source of power. Vehicles can be moved without a driver or pilot, but they will quickly crash or rollto a halt if there is nobody to guide them.

If used to move vehicles that have anti-theft devices, the mage must win a Contest of Skillsbetween his spell skill and the Complexity of the anti-theft devices before the spell can take effect.

If the vehicle has subsystems not vital to the functioning of the vehicle or the survival of itspassengers (e.g., weapons or surveillance systems), this spell does not give the mage the ability to operatethem, unless he uses some other spell or skill.

Vehicles that normally are steered by an outside power source (such as wagons) can be magicallysteered by the mage’s mental command.

Duration: 1 minute.Cost: 1 per 200 lbs. of vehicle to be animated, half to maintain (minimum 1 point).Time to Cast: 10 seconds.Prerequisites: Apportation.item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) This spell can be made

permanent on a vehicle for 50 times base cost.

Bounce RegularThis spell gives the mage or a willing subject the Bouncing advantage for the duration of the spell.Duration: 1 minute.Cost: 3, plus 1 per level of bouncing, half to maintain.Time to Cast: 3 seconds.Prerequisite: Magery 2, Flight, Poltergeist.

Bounce Other Regular, resisted by DXThis spell is similar to the Bounce spell, but it allows the mage to bounce the subject around for

the duration of the spell. For the duration of the spell, the subject has the Bouncing advantage, but the magecontrols the direction in which the subject moves! The subject resists with DX.

Duration: 1 minutes.Cost: 3, plus 1 per level of bouncing, half to maintain.Time to Cast: 3 seconds.Prerequisite: Bouncing, Control Person.

Control Flight Regular; resisted by HTThis spell influences the flight of an airborne object. The mage can move the object up to 6"

vertically or horizontal for every yard it travels. He can also increase or decrease its speed by up to 10%.If this spell is cast on missiles, it makes them either harder (-1 to Dodge or Block) or easier (+1) to

avoid. It can also give a missile +1 or -1 to hit, or make them more or less damaging (+1 or -1 point ofdamage per die).

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Alternately, this spell can make thrown objects easier or harder to hit or catch (+2 or -2 to DX orskill respectively).

This spell can also be used to control the flight of small animals, just as if they were inanimateflying objects. In this case, the flying creature resists with HT.

If this spell is used to control the flight of a magic item or an item enchanted by a magic spell, themage must win a Contest of Skills against either the skill of the mage who cast the enchantment or spell, orthe appropriate skill of the user of the item, whichever is better.

Using this spell to interfere with the flight of a person is considered to be Dark magic.Duration: 10 seconds, or the time the object remains airborne, whichever is less.Cost: 1 point per effect desired (accuracy, dodging, or damage) per pound of material to be

controlled. Minimum of 2 points for an object used as a weapon or when used against an unwilling subject.Prerequisite: Apportation; Levitation.Item: Staff, Wand or Jewelry. Energy Cost to Create: 250 points.

Create Portkey EnchantmentA portkey is a “one-shot” magic item enchanted with the Mass Teleport spell which is set to trigger

at a certain time and transfer anyone (or anyone of a specific class of people) who is touching the item (orwho is touching a person who is touching the item) to a specific location set when the portkey is enchanted.Objects worn or carried are transferred when their owners transfer, as does the portkey. When one or moreof the users touch the portkey again, it transfers them back to the location from which they originallytraveled.

Typically, portkeys are used when it is necessary for large numbers of wizards to transfer to aspecific location at a set time while remaining inconspicuous. One mage enchants the portkey withsufficient power to allow a known number of people plus their baggage to be teleported. Then he or hisagent places the portkey in a preset location. When the time for the portkey's spell to trigger is near, thewizards who wish to teleport all grasp the portkey, which transports them and their equipment to the presetlocation.

A portkey can be any portable inanimate object of less than 100 lbs. in weight. Typically, they aredisguised as pieces of old junk so they won't be disturbed. It requires a roll vs. IQ + Magery (orThaumaturgy skill if it is higher) to recognize a disguised portkey for what it is. Once the spell on theportkey is triggered for a second time (for the return journey) the portkey loses its enchantment.

Cost: 10 points, plus twice the normal cost of the Mass Teleport spell.Prerequisite: Enchant, Mass Teleport.

Expel Regular, resisted by STThis spell has three uses. If cast on an object grasped in the subject’s hand, it makes it violently fly

from his hand in the direction chosen by the mage. If cast on the subject, he is violently thrown backwards,as if he had been hurled by a man with ST15. If he strikes a solid object, he takes 1d crushing damage. Ifthis spell is cast on a living creature, they may resist the spell with ST.

Duration: Instantaneous.Cost: 1 point for an item up to 10 lbs., every point of extra energy reduces the subject’s effective

ST by 1. If cast on a person or larger object, the cost is 2 points per 50 lbs., and every 2 extra points ofenergy used reduces the subject’s effective ST by 1. Can’t be maintained.

Prerequisite: Apportation.

Expel Contents RegularThis spell is identical to the Expel spell, but it is cast on a container. When the conditions set by

the mage are met, the container’s contents rocket outwards, possibly harming those nearby. Anyone in thesame hex as the container when it explodes must Block or Dodge the contents. If the container’s contentswere sharp, heavy or hard, they take 1d damage, otherwise, they take no damage (or less damage) but arecovered by the container’s contents.

Duration: 1 hour, the effects are instantaneous once the spell is triggered.Cost: 1 point for a container and contents up to 10 lbs. (1d damage); 2 points for something up to

50 lbs. (1d+1 damage).Time to Cast: 10 seconds.Prerequisite: Expel, Poltergeist.

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Flight and Hawk FlightThese spells work normally, except for the fact that they won’t work on any living creature that

naturally weighs more than 20 lbs. They still can affect small living creatures and objects. Objectsenchanted with the Flight or Hawk Flight spell (notably brooms) work normally.

The speed in MPH of an object enchanted with the Flight spell is equal to the caster’s skill x 5.Acceleration and braking speeds are equal to the enchanter’s skill/3 (rounding up). Turning radius is equalto 30 minus the caster’s skill/3. The ceiling of an object enchanted with the Flight spell is equal to themage’s skill x 10 yards. For example, a mage with Flight-15 could enchant an item that flies at up to 75mph, accelerates and brakes at 5 mph per second, has a turning radius of 3 and a ceiling of 150 yards (450feet). A mage with Flight-20 could enchant an item that flies at up to 100 mph, brakes and accelerates at 7mph per second, turns with a radius of 2 and has a maximum ceiling of 200 yards (600 feet).

The speed in MPH of an object enchanted with the Hawk Flight spell is equal to the caster’s skill x10. Acceleration and braking speeds are equal to skill (rounding up). Turning radius is 1 for skill up to 14,or 0 (allowing the subject to turn in his own hex) for skill-15+. Ceiling is equal to skill x 20 yards. Forexample, a mage with Hawk Flight-15 could enchant an object that flies at 150 mph, accelerates anddecelerates at 15 mph per second, has a turning radius of 0, and a maximum ceiling of 900 yards (1,800feet).

Impair Handling/TL Regular, resisted by WillThis spell temporarily decreases a vehicle’s Maneuverability rating by 10%, down to a minimum

of 30% normal. Stall speeds and the like are figured on the new Maneuverability rating.The driver or pilot of the vehicle resists this spell with Will.Duration: 1 minute.Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% decrease, half to maintain. Each

doubling of cost impairs Maneuverability by an additional 10%.Time to Cast: 3 seconds.Prerequisite: Magery, Slow, Increase Burden.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Vehicle part for the power

train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling isdegraded. Can’t be removed. Energy Cost to Create: 25 times the base cost to cast the spell if the item willonly work for on model or class of vehicle, or 50 times the base cost if it will work on any sort of vehicle.(c) This spell can be permanently cast on a vehicle for 25 times the base cost.

Impair Vehicle Speed/TL Regular, resisted by WillThis spell temporarily decreases a vehicle’s top speed and acceleration by 10% down to a

minimum of 30% of its normal cruising speed (or to 10% above its stall speed for aircraft). Stall speeds andthe like are figured on the new top speed rating, except as noted. Fuel consumption is not improved, nordoes the vehicle get any unusual benefit if it is slowed.

The driver or pilot of the vehicle resists this spell with Will.Duration: 1 minute.Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% decrease, half to maintain. Each

doubling of cost impairs Speed by an additional 10%.Time to Cast: 3 seconds.Prerequisite: Magery, Slow, Increase Burden.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Vehicle part for the power

train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling isdegraded. Can’t be removed. Energy Cost to Create: 25 times the base cost to cast the spell if the item willonly work for on model or class of vehicle, or 50 times the base cost if it will work on any sort of vehicle.(c) This spell can be permanently cast on a vehicle for 25 times the base cost.

Improve Braking/TL RegularThis spell improves the speed at which a vehicle can decelerate by 10%, up to a maximum of

300%.Duration: 1 minute.Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% increase, half to maintain. Each

doubling of cost improves Braking by an additional 10%.Time to Cast: 3 seconds.

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Prerequisite: Magery, Slow, Increase Burden.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Vehicle part for the power

train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s braking isimproved. Energy Cost to Create: 50 times the base cost to cast the spell if the item will only work for onmodel or class of vehicle, or 100 times the base cost if it will work on any sort of vehicle. (c) This spell canbe permanently cast on a vehicle for 50 times the base cost.

Improve Handling/TL RegularThis spell temporarily increases a vehicle’s maneuverability by 10%, up to a maximum of 200%.

Stall speeds and the like are figured on the new Maneuverability rating.Duration: 1 minute.Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% increase, half to maintain. Each

doubling of cost improves Maneuverability by an additional 10%.Time to Cast: 3 seconds.Prerequisite: Magery, Haste, Lighten Burden.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Vehicle part for the power

train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling isimproved. Energy Cost to Create: 50 times the base cost to cast the spell if the item will only work for onmodel or class of vehicle, or 100 times the base cost if it will work on any sort of vehicle. (c) This spell canbe permanently cast on a vehicle for 50 times the base cost.

Improved Air Golem RegularThis spell allows the mage to animate an object so that it performs fairly simple, routine actions.

Minor Animation allows the object to act in a more complex way than an Air Golem, but isn’t as effectiveas the regular Animation spell.

An item affected by the Improved Air Golem spell can perform any relatively simple, unskilledaction that a man with ST15, DX 10 and IQ 8 could perform. For example, a trunk could be enchanted sothat it follows the mage (or a subject specified by the mage), a shovel could be enchanted so that it digs atrench, or a doll could be enchanted so that it walks around in a circle, blinks and otherwise behaves in a“lifelike” fashion, if it was articulated so that it could do so.

Duration: 1 hour.Cost: 6 to cast; 3 to maintain.Time to Cast: 10 seconds.Prerequisite: Air Golem.Magic Item: This spell can be made permanent on any object. Energy Cost to Create: 600 energy.

Increase Gravity AreaThis spell increases the force of gravity in an area.See GURPS Compendium II for specific details of High Gravity environments. The general effect

is to give characters -1 DX per 0.2G above 1, -1 to HT and IQ per 0.4 G above 1, and to multiply both bodyweight and encumbrance by the new gravity.

Someone suddenly affected by increase gravity will need to make a DX roll against their modifiedDX to avoid falling. Note that the DX penalty also applies to anyone using melee weapons or unarmedcombat to strike into an increased gravity area.

Falling creatures in the area of effect take increased damage. There might be other effects.ST rolls against the new mass of the item are required to pick up heavy objects, or, in extreme

cases, to move around.Duration: 1 minute.Base Cost: 1 point per 20% increase in gravity. Half to maintain. The gravity of an area can be

permanently increased for 100 times the base cost of the spell.Time to Cast: 10 seconds.Prerequisite: Magery, Increase Burden.Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing or

Jewelry. Works for wearer only. Energy Cost to Create: 350 points, or 150 points if gravity is increased bysome preset level.

Author: Self, Anthony Jackson

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Increase Vehicle Speed/TL RegularThis spell temporarily increases a vehicle’s top speed and acceleration by 10% up to a maximum

of light speed (or beyond if the GM allows FTL travel in the campaign). Stall speeds and the like arefigured on the new top speed rating. Fuel consumption is not altered, nor will the vehicle be harmed if ittravels at higher than rated speeds.

Duration: 1 minute.Cost: 3 points, plus 1 point per 500 lbs. of vehicle for a 10% increase, half to maintain. Each

doubling of cost increases speed by an additional 10%.Time to Cast: 3 seconds.Prerequisite: Magery, Haste, Lighten Burden.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 750 points. (b) Vehicle part for the power

train or control systems of a vehicle. When the item is attached to a vehicle, the vehicle’s handling isimproved. Energy Cost to Create: 50 times the base cost to cast the spell if the item will only work for onmodel or class of vehicle, or 100 times the base cost if it will work on any sort of vehicle. (c) This spell canbe permanently cast on a vehicle for 50 times the base cost.

Levitation - Technically, this spell will only lift objects about 5 feet into the air from the point where theobject was when the spell was cast. GMs may choose to fudge these distances for dramatic purposes.

Magic Fist MissileThis spell creates a fist-like area of force which can be used to punch or slap a target.The missile has SS10, Acc2, 1/2D50 and Max100. Each point of energy put into the spell does 1d-

1 points of Crushing damage. It is targeted using the mage’s DX-2, or Spell Throwing (Forcebolt) skill.Alternately, the mage can create a weaker version of the spell (a “slap”). This blow does no

damage, but does require a roll vs. Will+4 to avoid losing concentration while casting spells or usingpsionics.

Duration: InstantaneousCost: 1 per die of damage (up to 3 dice of damage), 1 point for a “slap.”Time to Cast: 1 secondPrerequisite: Push.Item: Staff, Wand, Jewelry or Glove. Energy Cost to Create: 250 points.

Mass Summon Object RegularThis spell is identical to the Summon Object spell, but it summons multiple objects, either to the

mage’s hand(s) or to the mage’s hex.Duration: 1 minute, or until the summoned objects reaches the caster’s hand or hex, whichever is

less.Cost: 1 for an objects with a total weight of up to 1 lb.; 2 for objects weighing up to 10 lbs., 3 for

objects up to 50 lbs.; 4 for objects up to 200 lbs; and 4 for each additional 100 lbs. Cost to maintain is thesame.

Prerequisite: Summon Object.

Mass Teleport (VH) Area, resisted by IQThis spell is identical to the Teleport Other spell, except that it affects any creature within the area

of effect.Unwilling subjects resist with IQ.Duration: Instantaneous.Cost: 3 per hex, plus long-range modifiers.Time to Cast: 5 seconds.Prerequisites: Teleport Other.Item: Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 2,500 points.

Minor Apportation RegularThis is a very limited version of the Apportation or the Air Golem spell, which allows the mage to

move one object that weighs less than 1 lb. around one axis in a regular, predictable manner.The force the object exerts can be no more powerful than the power a normal ST 10 man could

generate by manipulating the item with his thumb and forefinger. For example, this spell can move a light

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hammer, but the hammer can do nothing but tap lightly. A knife with this spell on it couldn’t cut throughanything but the softest materials.

For double strength, an item can be manipulated with the same strength that an ST 10 man couldapply using just his hand. For example, a tack hammer could strike with enough force that it could drive asmall nail or deform very thin metal, but it still couldn’t hit with enough force to do damage. A knife couldchop vegetables or saw through tougher materials, but probably wouldn’t do more than 1 point of damage toa stationary victim.

This spell can be used as a prerequisite for the Air Golem spell.Duration: 1 minute.Cost: 1, same to maintain.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 100 points. (b) Any object can have this

spell cast on it permanently for 50 points.Author: Adapted from GURPS Magic Items 1.

Minor Motion RegularThis spell is similar to the Minor Animation spell, but it only affects objects of 1 lb. or less and

only allows the object to move within a 1 yard of the hex in which it is placed. With this spell, a papershamrock could dance, a figurine could walk around in circles, or anything else the mage can imagine,limited only the GM’s tolerance. Enchanted objects can fly, but no more than 1’ from the surface on whichit was placed, and never with enough speed that they could injure someone.

Duration: 1 hour.Cost: 1 point, same to maintain.Magic Item: This spell can be permanently cast on an object for 10 times the normal cost.

Push Regular, resisted by SpecialSimilar 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 casterin a Slam attack.

Victims of a Push spell resist the spell as if they were resisting a Slam attack. If the mage uses thisspell for anything other than a “brute force” attack (such as temporarily propping up a falling object), hemust 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.

Repel Object RegularThis spell repels an object from the caster. The repulsive force is equal to twice the amount of

energy put into the spell, but decreases by 1 per hex of distance.The spell will have no effect on objects heavier than 20 times its ST. Note that to drag an ordinary

human (weight 150 lbs.) along an ordinary floor, the spell would need a ST of at least 8. If this spell is caston a person or an object being held or worn by a living creature, the subject also gets to “resist” with STevery turn.

Duration: 1 minute.Cost: 1 per 2 ST worth of “repulsion”Prerequisite: Magery 2, Apportation.Time to Cast: 2 seconds.Magic Item:

Reverse Gravity Area, resisted by SpecialLike Turn Gravity but everything in the area is turned 180 degrees, so things seem to “fall up.”

Creatures caught in the area of effect will “fall up” until they hit the top of the spell's area of effect. Theywill then “hover” there in free-fall, caught between the upward and downward gravity forces until the spellends.

Characters in the area of effect may roll vs. DX when this spell is cast to resist the effects of the

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spell for 1 minute. If they remain in the affected area, they must make additional Resistance Rolls when thespell is maintained. Creatures who enter the area of effect must roll vs. DX when they first enter the area ofreversed gravity, and again when the spell is maintained.

Note that inanimate objects already in the area when the spell is cast are not affected by this spellunless they are “picked up” by a living creature. Objects carried or thrown into the area of effect areaffected by this spell. If the subject isn’t expecting the area of reversed gravity, the GM may require ST orDX rolls to hold carried items.

Missile attacks that pass through the affected area are at -1 to hit per 3 affected hexes the missilemust pass through to hit its target. Double this penalty if the missile is fired at beyond 1/2D range, or if thetarget is standing in an area of normal gravity on the other side of the Reverse Gravity area. If the shootercan make an IQ roll, these penalties are halved.

For example, an archer fires an arrow through an area of Reverse Gravity 12 hexes wide to hit atarget standing in a normal gravity zone on the other size. Each three hexes of Reverse Gravity gives -1 tohit, which is doubled since the target is in an area with different gravity, for a total of -8 to hit. if the shootermade his IQ roll, his attack would be at -4 to hit.

Melee weapon attacks and all Active Defenses are at -1 to skill in the area of Reversed Gravity.These penalties can be “bought off” through training. Treat the ability to fight in reverse gravity as

an Average maneuver (Default is weapon skill -1). Treat the ability to shoot missiles through an area ofreverse gravity as a Hard maneuver (Special default) with each level of maneuver skill removing 1 point ofpenalty.

Duration: 1 minute.Base Cost: 4 points, 1 to maintain. An area can have its gravity permanently reversed for 50 times

the base cost.Prerequisite: Turn Gravity.Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Reverse Motion Regular, resisted by IQThis spell makes an object move backwards to the point where its motion started, following the

path from which it started to its final destination as closely as possible. For example, a character could bemade to walk backward, exactly retracing his steps. If this spell is cast on a person, they get a roll vs. IQ toresist. If the spell is cast on an object that flew from a person’s hand, they do not get a roll to resist the spell,but do get a roll to Block, Dodge or Parry the missile when it lands back in their hex. Missiles reversed sothat they land in the hex from which they were fired will strike the person who launched them as if theywere Wild Shots (i.e., they hit on a maximum roll of 9, minus any penalties to hit the target.)

Duration: 1 minute, or until the motion of the object is completely reverse.Cost: 1 to affect an object that weighs up to 1 lb.; 2 to affect an object that weighs up to 5 lbs.; 3 to

affect an object up to 50 lbs.; 4 to affect objects weighing up to 200 lbs.; 4 per additional 50 lbs. Doublecost to reverse the motion of fast-moving objects, such as thrown weapons or arrows. Triple cost to reversethe motion of very fast-moving objects, such as bullets. Same to maintain.

Prerequisite: Magery 2, Poltergeist, Repel Object.

Simple Teleport Area, resisted by HTInstantly transports anyone specified by the mage (including the mage himself) to any location the

caster occupied within 100 yards of his current location within the last 5 minutes. All targets within thespecified radius are teleported.

If the mage rolls his skill exactly, everyone must roll vs. HT to avoid being Mentally Stunned (p.B106). If the mage fails his skill roll, the spell still works, but every character takes 1d damage. Asuccessful roll vs. HT halves this damage. If the mage misses his skill roll by more than 1, the spell fails. Ona critical failure, all the characters are teleported to a random location of the GM’s choice, either as a groupor as individuals. While characters won’t be teleported to locations where they will be killed outright, theymight be sent to extremely dangerous places.

Unwilling subjects resist with HT. The mage can’t cast this spell with less than his full skill in anattempt to damage hostile targets.

This spell is also a prerequisite for the Teleport spell.Duration: Instantaneous.Base Cost: 4 points, can’t be maintained.Prerequisite: Magery 2, IQ 13+, Blink.

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Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 500 points. (b) Clothing orJewelry. Works for wearer only. Energy Cost to Create: 450 points.

Author: Adapted from Brett Slocum.

Summon Object Regular, resisted by DXThis spell is an improved version of the Apportation spell. It quickly summons an object to the

caster's hand. Like the Apportation spell, the mage can use this spell to summon objects he cannot see if heknows the item’s exact location and the item is not physically blocked from flying to his destination. Forexample, a sword in another room could fly to the caster's hand if the mage knew the sword’s location andthe sword had some way to travel to him. If it were locked in a trunk, for example, the spell would fail.

The cost of the spell depends on the mass of the object to be summoned. If the mage can’t see theobject, normal long distance modifiers apply. Summoned objects fly extremely fast, avoiding all objects intheir path, but it might take several seconds for an object summoned from a distance to appear. Assume thatsummoned objects fly at approximately 500 mph or their normal flight speed, whichever is less.

Duration: 1 minute, or until the summoned object reaches the caster’s hand, whichever is less.Cost: 1 for an object up to a pound in weight; 2 for an object up to 10 lbs., 3 for an object up to 50

lbs.; 4 for an object up to 200 lbs; and 4 for each additional 100 lbs. Cost to maintain is the same.Prerequisite: Apportation.

TeleportThis is an extremely common wizarding spell, but it is forbidden to underage wizards. A wizard

with the Youth disadvantage can learn this spell and can practice it under the supervision of a teacher undercontrolled conditions, but he cannot use it unsupervised until he passes a Ministry of Magic test.

An untrained critical failure on this spell results in the user being “splinched” - part of their bodymoves to the new location while the rest of their body remains behind. Fortunately, both halves remain insuspended animation, although the sight is quite shocking to observers (a Fright Check might be required).Repairing the damage requires another mage to cast the appropriate Counterspell. Ministry of Magic magesfrom the Accidental Magic Reversal Squad typically do this, and slap heavy fines on the offender,especially if muggles saw the results of the failed attempt.

Trained failures with the Apparate spell means that the spell fails or the mage teleports to a randomlocation; whichever is worse.

Teleport Battery RegularThis spell “charges” an item chosen by the mage with some of the energy needed to teleport it to

another location. Later, when the mage casts the Teleport spell on the item, the energy needed to power thespell is drawn first from the Teleport Battery, then from the mage. Given enough time, this spell allows themage to quickly teleport massive objects (or multiple objects) to or from a particular location.

To cast this spell, the mage must first touch the item to be “charged.” Then, when he (or a persondesignated by him) casts the Teleport spell (or any of its variants) on the item, some or all of the powerneeded for the spell is drawn from the item, reducing the final energy cost to cast the spell. Excess energy islost once the item is teleported.

Duration: Permanent.Cost: 1 point per 5 points of energy “fed” to the battery (minimum 1), plus the cost of the energy.Time to Cast: 10 seconds per point of energy to be “fed” to the battery.Prerequisite: Enchant, TeleportMagic Item: Any item can be given a permanent, self-charging store of energy for a cost of 100

points, plus 10 points per point of storage space.

Teleport Object Regular, resisted by IQThis spell is identical to the Teleport Other spell except that it will only affect inanimate objects.In order to cast this spell, the mage must touch the item. If the item is held, worn or carried by an

unwilling subject, the owner gets a roll vs. IQ to resist.Duration: Instantaneous.Cost: 3 per 50 lbs. of material (minimum 3), plus long-range modifiers.Time to Cast: 5 seconds.Prerequisites: Magery, Apportation.Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

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Turn Gravity AreaGravity is turned 90 degrees, so things seem to “fall sideways”. Creatures caught in the area of

effect start to move as if they were falling (e.g. accelerating to terminal velocity in the direction the gravityis going, taking damage if they hit anything along the way.) Once characters get to the edge of area ofeffect, their gravity goes back to normal, but any motion they had is retained. This means that a person“falling sideways” would suddenly fall to the ground and skid in his original direction of travel.

Duration: 1 minuteBase Cost: 3 per hex, 1 to maintain. An area can have its gravity permanently turned for 25 times

the base cost.Prerequisite: Magery, Increase GravityItem: Staff, Wand or Jewelry. Energy Cost to Create: 500 points.

Winged Object RegularThis spell makes an object grow wings and fly, with the color, shape and size of the wings are up

to the mage. The spell has both an offensive and defensive use.If used offensively, the winged items can fly at a target, acting as missiles with SS13, Acc +1, 1/2D

20, Max 40. If they hit, they do the same damage (usually thrust/crushing) they would do if hurled by a manwith ST15.

If used defensively, the winged items attempt to evade capture. They fly at Move 20 and have aneffective Dodge of 12.

Duration: Instantaneous if used offensively, 1 minute if used defensively.Cost: 1 per pound of weight. Double cost if the object is to be used offensively.Prerequisite: Poltergeist

Necromantic Spells

Restore Body (VH) EnchantmentThis spell allows a mage whose body has been destroyed, but whose soul still exists, to recreate his

body. To cast the spell, the mage must have a cauldron large enough to hold his new body, and he must fillit with at least $10,000 worth of rare, possibly illegal magic ingredients. To complete the spell properly, themage (or his servant) must toss in a handful of grave dust from the mage’s father’s grave and a pint of bloodfrom one of the mage’s enemies. Finally, a servant of the mage must willingly cut off his own hand and tossit into the cauldron. (This requires a roll vs. Will-4 on the part of the servant. One roll is allowed per turn,but a critical failure means that the servant freezes and cannot follow through. Add +2 to the roll forFanaticism or High Pain Threshold.) When all of the ingredients have been added, the mage recites the finalincantation and his restored body emerges, naked, from the cauldron.

If the mage does not have all the necessary ingredients, he can still cast this spell, but he producesa weak, shriveled, hideous parody of his former body. In this case, the body has half the mage’s normal ST,HT and HP. It also has Hideous Appearance and The Draining disadvantages.

Cost: 100 points.Prerequisite: Avada Kedavra, at least 20 Necromantic spells.

Soul-Sucker (VH) EnchantmentThis insidious enchantment makes anyone who touches the item gradually more emotionally

dependent on it while simultaneously sucking away their health and personality.When a character uses or touches the object, he must roll vs. Will or become attached to the item.

The subject will hold it constantly and will want to use it as often as possible. They must roll vs. Will toavoid using or carrying the item at every opportunity. If he critically fails his Will roll, or if he fails threeWill rolls over a period, he becomes addicted to the item. Treat this as the Addiction disadvantage, with -10to withdrawal rolls.

Unless the victim can make a Will roll, he will never willingly let the item out of his sight and willcarry, wear or use the item at all times. He treats the object as if it were precious and irreplaceable. If theitem is stolen or taken from him, character they must do everything he can to get the item back. If the item

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is permanently lost or destroyed, either he will become morose and useless for 3d days, or he will developan obsession to look for the item or to restore it.

Whenever the subject uses the item, he must roll vs. HT or lose one point from either ST or HT.Lost HP or Fatigue is restored normally. On a critical failure, the subject permanently loses a point fromST, DX, IQ or HT (roll randomly to see which). If any attribute is reduce to less than half, the subject willfall sick. If any attribute is reduced to 0, the subject will die.

This spell can be combined with either the Steal Strength or Steal Health spells. If the spells arecombined, ST or Fatigue lost by the user is magically channeled to the mage who created the item.Unfortunately, if the item is combined with these spells, the magic “channel” created can injure the mage.The mage takes half damage from any damage to the item. If the item is destroyed, the mage takes anadditional 1d damage. At the GM’s option, the mage might also feel pain or suffer other effects fromdamage done to the item.

This spell can only be countered by Remove Curse.This is also an Enchantment spell.Cost: 350 points, double cost if the mage incorporates either the Steal Health or Steal Strength

spells, triple cost if he incorporates both.Prerequisites: Enchant, Steal Health, Steal Strength, Enslave.

Unlife (VH) EnchantmentThis spell keeps the mage from dying if his physical body is destroyed. It is similar to the Soul Jar

spell, but the mage’s soul is free to wander rather than being trapped in an item. When the spell is cast, youare unaffected until your body dies. The death of your body will not kill you, instead, your soul is free towander. While in spirit form, you can still see and hear normally, and you can cast any spell you know atskill 21 or above (i.e., usable without speech, gesturing or a wand). You may communicate at a distance viatelepathy-type spell, if you know any - or by direct mental contact, without a spell, by moving into the samehex with a person. Your ST, for fatigue purposes remains the same as it was when you had a body. You maynot spend HT to cast spells, however.

You may also attempt to possess people by moving into their hex and using the Possession,Permanent Possession, or Exchange Bodies spell, if you know such a spell. In that case, the victim’s soulremains in his body but is “suppressed” by your soul. If you wish, you can allow some or all of the victim’ssoul and/or personality to manifest, but you are in charge at all times and the victim will not be aware ofyour presence. While possessed, the victim assumes that he has “blacked out” although he might guess thatsomething suspicious is going on. Unfortunately, possession has severe negative effects on the victim’sbody. When you first possess the body, and every day that you remain in that body, the victim must roll vs.HT, adding any levels of Strong Will and subtracting any levels of Weak Will or lose 1 HT. When HT isreduced to half, the victim becomes weak and delirious (-2 to IQ, DX and ST). When HT is reduced to 0,the victim dies.

Duration: Permanent.Cost: 20 points.Time to Cast: 10 minutes.Prerequisite: Magery 2, Soul Jar.

Plant Spells

Create Bouquet RegularThis spell creates a large bunch of very attractive flowers, of the type(s) determined by the mage,

which last for the duration of the spell.This is also an Illusion and Creation spell.Duration: 1 dayCost: 1 to cast, same to maintain. Can be made permanent for 3 points.Magic Item: (a) Wand, Staff or Jewelry. Energy Cost to Create: 100 points. (b) Vase or other

container for holding flowers. Energy Cost to Create: 50 points.

Dart Missile

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This spell creates a long, sharp thorn that the mage can throw at a target. If it hits its target, thethorn will do Impaling damage otherwise, it vanishes. The missile has SS 12, Acc +3, 1/2D 30, Max 60. Itis targeted using the Spell Throwing skill and does 1d-1 Impaling damage per energy point put into thespell.

The exact form of the dart depends on the mage - it can look like an arrow, crossbow bolt, javelin,sport dart or similar item the mage can imagine.

Fans of the Appleby Arrows quiddich team used to use this spell to create arrows that they shotinto the air when their team won. Though they shot the arrows into the air (where they vanished once theyreached Max range), the practice was banned after an accidental injury occurred in the late 19th century.

Duration: Instantaneous.Cost: 1 to 3 points. The spell does 1d-1 damage per point of damage.Time to Cast: 1 second per energy point used to cast the spell.Prerequisite: Create Plant.Item: Staff, Wand or Jewelry. Energy Cost to Create: 750 points.

Potato Ears Regular, resisted by HTThis spell makes potatoes (or any other plant specified by the mage) grow out of the victim’s ears.

This gives the victim the equivalent of the Hard of Hearing disadvantage.Duration: 1 day.Cost: 3 points, 2 to maintain.Prerequisite: Magery, Create Plant, Plant Growth.

Protection and Warning Spells

AlarmThis spell can produce any loud noise and can trigger under any condition set by the mage.

Barrier Line AreaThis spell acts as a selective Force Dome. To cast the spell, the mage must physically draw a line

on the ground. To casual observers, the line looks like an ordinary line, but when a character or type ofcharacter specified by the mage tries to cross the line, they cannot do it. Other characters can pass over theline normally.

Affected characters who attempt to cross the line are hurled backwards as if the Poltergeist spellhad been cast on them. Attempts to throw or pass physical objects across the barrier (including weapons)likewise fail, but characters can cast spells or project other forms of energy across the barrier.

At the mage’s option, the barrier line can be Linked to another spell that triggers when a particularcharacter (or type of character) character attempts to cross the line.

Duration: 1 minute.Base Cost: 2 to cast, half to maintain.Prerequisite: Poltergeist, Missile Shield, Sense LifeMagic Item: This spell can be made permanent until dispelled by the mage for 10 times the basic

cost.

Create Patronus RegularThis spell creates a Patronus, a powerful protective spirit unique to the mage who casts the spell.

When the spell is cast, to other characters it appears that silvery strands shoot from the mage’s wand, staffor fingertip. To the mage, it appears that a shimmering, silvery creature appears and charges towards themage’s foes.

A patronus doesn’t have a physical body as such. Instead, it is the embodiment of the mage’s hope,happiness, goodness and will to live. “Evil” creatures such as demons and dementors must make a FrightCheck at -10 when they see the patronus. If they fail the roll, they flee in panic and will not disturb the mageor his companions for at least an hour after the patronus leaves. At the GM’s option, a patronus might alsoprotect the mage against corporeal creatures or people who are trying to harm the mage. These foes mustmake a Fright Check at -4. A patronus has no effect on creatures or people who mean the mage no harm.

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Duration: 1 minute.Cost: 5, 3 to maintain.Prerequisite: Magery 3, Force Dome, Cheer & Bravery (Mind Control), 5 other Protection and

Warning spells.

Fidelity’s Secret EnchantmentThis strange, powerful spell allows the mage to keep a secret by entrusting it to another person. As

long as the secret-keeper keeps the secret, nobody specified by the mage can know the nature of the secret,even when it should be obvious. For example, as long as the location of an object is kept secret, it could be“hidden” in plain sight. If the secret-keeper reveals the secret, however, the spell ends.

To cast the spell, both the mage and a willing secret-keeper must be present for the entire durationof the enchantment.

Cost: 20 points for a trivial secret (e.g., the location of a relatively unimportant item), 50 points fora minor secret (e.g., the location of an important item), 100 points for a vital secret (e.g., the mage’slocation).

Prerequisite: Enchant, Invisibility, Suggestion, 10 other Protection and Warning spells.

Magic Watch AreaThis spell detects the use of magic in the area. When someone casts a spell in the area of effect, the

mage will know that magic was cast, as well as the college of the spell. If the mage knows the spell himself,he will know the specific spell used.

Duration: 1 day.Base Cost: ¼ to cast, half to maintain.Time to Cast: 10 seconds.Prerequisite: Watchdog, Detect Magic

Obscure Terrain Area, resisted by SpellThis spell makes an area of terrain “disappear” from mundane magical maps. It also makes spells

or mundane sensors that provide information about the area give false or random results.Unless they can win a Contest of Skills against the Obscure Terrain spell, spells such as

Mapmaker, Pathfinder, and Determine Location will all give random results. Unless the mage wins theContest of Skills, he will not realize that the area was protected by a spell.

If the area affected by this spell is part of a larger area covered by an Information spell, theobscured area appears as another typical part of the landscape.

This spell will also interfere with attempts to make mundane maps. Anyone attempting to make amap of the obscured terrain must roll vs. Cartography, Electronics Operation (Geographic InformationSystems), Surveyor, or Geography skill at -10 to accurately map the area. If they fail their skill roll, theyignore the affected area producing an inaccurate Map.

This is also an Illusion and Creation spell.Duration: 1 day.Base Cost: 1/20, same to maintain. (minimum 1, 1)Time to Cast: 1 minute.Prerequisite: Scrywall.Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) An area can have this

spell permanently cast on it for 25 times the base cost.Author: Adapted from the Net.

Open Door Regular, resisted by SpellThis spell physically opens any portal, including locked doors and secret passages. If a portal is

protected with a spell that keeps it closed or conceals its location, the mage must win a Contest of Skills toopen the door. Once opened, the portal will remain in place unless physically or magically closed by adeliberate action. Natural forces such as wind or water will not close the door.

Duration: Instantaneous.Cost: 6 points.Prerequisite: Magelock.

Selective Admittance Regular, resisted by Spell

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This makes an otherwise solid surface insubstantial to people specified by the mage when the spellis cast. For this spell to work, the surface must be no more than 1 foot thick and/or it must open intoalternate plane or extradimensional space.

To characters not specified by the spell, the surface appears to be normal, although magicallyaware viewers will be able to recognize it for what it is if they can make a roll vs. IQ + Magery.

If desired, the surface can appear to be unaltered or it can change to form a door or other portalwhen people of the selected class touch it.

This is also a Gate spell.Duration: 10 seconds.Cost: 4 per hex of door size, same to maintain.Prerequisite: Create Gate, Selective Barrier.Time to Cast: 5 seconds.Magic Item: This spell can be made permanent on an area for 50 times the base cost.

Warning Tattoo EnchantmentThis spell creates a tattoo on a willing subject that glows, becomes visible, tingles or otherwise

makes itself obvious when the mage wishes to communicate with the subject.Cost: 20 points.Prerequisite: Alarm, Suggestion.

Sound Spells

Ear Plugs Regular, resisted by IQThis spell blocks all sound, or certain types of sounds set by the mage, from the subject’s ears.

Unwilling subjects get a roll vs. IQ to resist. This spell is commonly used to protect against dangerous orharmful sounds. Magic spells that use sound to harm the character must win a Contest of Spells against theEar Plugs spell before they can harm the subject.

Duration: 10 minutes.Cost: 3, 2 to maintain.Prerequisite: HushItem: Ear Muffs. When worn, these magically enhanced earmuffs completely deaden sound,

protecting the subject from harmful noise, but effectively rendering him Deaf.

MessageThe Harry Potter version of this spell sends a magical message to someone in the form of a silvery

dart that looks something like a small, ghostly bird. If the sending mage wishes, it is possible to retrace theflight of the dart, so that the recipient can come directly to the caster’s location.

Minor Sound RegularThis spell creates any sharp, sudden noise, like a scream, squeak, whistle or small explosion.

Noises created with this spell are not loud enough to do harm, but might startle or annoy listeners.Duration: 1 second.Cost: 1 point, same to maintain.

Sing-Along RegularThis spell produces a golden ribbon that shapes itself into the words of a song, presenting the

appropriate words in time with the melody. At the GM’s option, this spell might produce other methods ofpresenting the words to the song, such as glowing letters with a “bouncing ball” that appears over the wordto be sung. The ribbon hovers over the caster's head and is large and bright enough that anyone within 20hexes can see the words in normal lighting. This spell gives +2 to rolls to Singing or Bardic Lore skills toproperly sing a song that requires words.

For double cost, this spell will produce not only the words but also the musical staff. This allowsmusicians and singers to “sight read” an unknown piece of music at -4 to skill. If they already know thepiece of music to be sung or played, it gives them +1 to the appropriate Music Skill.

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Duration: 10 minutes.Cost: 3, 1 to maintain.Prerequisite: Literacy, Musical Scribe and the Bardic Lore or Singing skill at 10+. To produce a

musical scale, the mage must also have the Musical Notation skill at 10+ or any Musical Skill at 12+.

Whisper Regular, resisted by HTThis spell reduces the subject’s voice to a whisper, giving listeners -4 to hear the subject beyond 1

hex distance, or at any range if there is loud background noise. It counters and is countered by the GreatVoice spell. Unwilling subjects get a roll vs. HT to resist.

Duration: 10 minutes.Cost: 3, 2 to maintain.Prerequisite: Voices, Silence.

Technological Spells

Magic Signal/TL RegularThis spell allows an electronic device to produce electromagnetic waves on a magical frequency

that can’t be detected by mundane radio receivers. At TL6, this spell allows the mage to produce magicalradio, sonar or radar waves. At TL7, it can produce magical TV or microwave signals.

While signals produced by this spell are impossible to detect with mundane sensing equipment,sensing equipment with this spell on it will detect the appropriate sort of magic signals normally. Likewise,spells such as Detect Magic will sense the presence of an active magic signal emitter or receiver in the area.

This is an Energy sub-college spell.Duration: 10 minutes.Cost: 3 to enchant a magical receiver, 3, plus 1 per every mile of transmission distance to enchant

a magical emitter, half to maintain.Prerequisite: Noise, Conduct Power.Time to Cast: 1 second per point of base cost.Item: This spell can be permanently cast on an item for 50 times the base cost.

Chapter 7 - Alchemy and PotionsMost of the Elixirs from GURPS Magic and Grimoire are available. In the world of Harry Potter,

alchemical preparations can be brewed much more cheaply than the listed prices in GURPS Magic. Pricesmight be more in line with the rules for Industrial Alchemy on GURPS Technomancer p. 48.

Time to Brew Elixirs: Basic alchemical preparations might take as little as an hour to prepare theingredients and another hour to brew the elixir. Divide the time required to brew most elixirs by 5.

Cost of Ingredients: Simple elixirs can be brewed much more cheaply than the rules in GURPSMagic would suggest. Basic ingredients might cost as little as $5.00. More powerful and/or dangerouselixirs take longer to brew and cost much more money. Divide the cost of elixir ingredients by 10.

At Hogwarts, rare, dangerous and expensive ingredients are locked away in the elixir master’soffice. A roll vs. Fast-Talk or a suitable distraction followed by a quick Stealth roll is required to acquiresuch goods illicitly. Older students can just buy what they need at Dervish and Banges.

Final Price of Elixirs: Because elixirs can be made more quickly, and presumably can be made inlarger batches, the GM should feel free to reduce the final price of elixirs accordingly, quartering the pricefor most elixirs and dividing the price by 10 for extremely common or cheap ones. Rare and/or dangerouselixirs do not drop in price, especially if they are restricted or illegal.

Forms of Elixirs: While the “default” form for most elixirs is the Potion form, elixirs can be madeinto any other form - pastille, powder or unguent. Candies that have spell-like effects can be treated asalchemical pastilles.

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Modified Potions Summary TableThe following table gives a summary of the various elixirs and their availability in the world of

Harry Potter. Production times, material costs and prices are all greatly reduced.

Name Effect Duration Availab. Time Pen. Cost Price PageAnimal ControlCadmus Dragonslaying I A 2 d 0 60 130 p. M100Castor Horse-Taming 2d h A 2 d 0 50 250 p. BE122, MI1 113Ibycus Bird Control 3dx5 m A 2 d 0 20 55 p. M100Melampus Beast Speech 2d m A 3 d 0 30 85 p. M100CosmeticHair Growth Hair Growth P A 1 d 0 4 12 p. TM49Hair Removal Hair Removal P A .5 d 0 3 10 p. TM49Sunblock Sunblock 4 h A .5 d 0 2 5 p. TM49Tooth Care Tooth Care 1 mo. A .5 d 0 2 5 p. TM50Weight Loss Weight Loss P A, L 3 w -2 100 300 p. TM50Combat AbilitiesAchilles Invulnerability 1d+1 h R 1 w -3 100 210 p. M100Antaeus Endurance 1d h A 1 w 0 30 140 p. M100Ares Combat skill 1 h G 3 d -1 150 350 p. M100Atalanta Speed 3dx4 m A 3 d 0 20 55 p. M100Heracles Strength 1 h A 2 d -1 10 25 p. M100Hermes Stealth 1 h G 3 d -1 30 500 p. M100Orion Encumbrance 1d+1 h A 1 d 0 20 30 p. M100Theseus Leadership 1d h R 7 d 0 40 160 p. M100HostileBellerophon Odiousness 1d+2 h G 1 w 0 30 170 p. M100Eris Madness 1d h D 1 d 0 10 400 p. M100Hecate Unluckiness 1 d D 1 w 0 40 3000 p. MI1 113Juno Jealousy 1d h G 3 d 0 50 40/750 p. M100Narcissus Self-Love 1d+1 A, L 4 d 0 20 75 p. M101Nemesis Hatred 1 h D 1 d 0 125 500 p. M101Phobos Fear I A, H 1 d 0 50 100 p. M101Philocetes Weakness 1d h/ 1d m G 2 d 0 50 750 p. M101Priapus Lecherousness 1d h A, L 1.5 d 0 20 50 p. M101Sisyphus Frustration 1 d D 4 d 0 10 650 p. M101Tantalus Foolishness 1d h/1d m G 3 d 0 250 500 p. M101Thanatos Death I D 3 d 0 10 800 p. M101Tithonus Aging I A, L 4 d 0 30 400 p. M101Magic AbilitiesAgni Fire Resistance 1d A, H 1 d 0 30 50 p. M101Aphrodite Attractiveness 2d+1 h A 4 d 0 10 60 p. MI1 113Circe Transformation 2d A, L 2 w 0 80 300 p. M101Daedalus Flight 1 A 1 w -2 50 300 p. M101Delphi True Sight 1d m A 5 d -1 20 55 p. M101Ephialtes Water-Walking 3d x 4 m A 4 d 0 15 70 p. M101Gigantic Growth Enlargement 1d A 4 d -1 50 200 Fr. Ch42Hector Pain Resistance 1 h A 3 d 0 20 60 p. MI 113Kouon Gambling Luck 1 h G, L 5 d -1 200 900+ p. MI 113Liche Liche immortality n/a No n/a n/a n/a n/a p. UN71Medea’s Ointment Fire Immunity 1d+1 h S 1 w -2 100 200 p. GR95Moly Magic Resistance 1 h A 1 w -2 50 160 p. MI 113Odysseus Invisibility 1d x 10 m A, L 2 w -3 100 600 p. M101Poseidon Water-Breathing 1d h A 1 d -1 50 100 p. M101Tiresias Lich Transformation n/a No n/a n/a n/a n/a p. UN43Tyche Luck 2d h A, L 1.5 d -2 100 200 p. M101MedicalAesculapius Health I A 5 d -1 20 75 p. M101Athena Calming 2d A 3 d 0 10 50 p. MI 114Aurora Awakening I A 4 d 0 15 50 p. MI 114Birth Control Birth Control 3 mo. A .5 d 0 1 5 p. TM50Ceres Fertility 1 h A, L 4 w -4 15 60 p. M101Charon Final Rest 1 w A, L 2 d 0 10 50 p. TM50Chiron Healing I A 1 d 0 50 120 p. M101Epimenides Long Slumber P A 4 w 0 450 900 p. M101Gorgon Blood Poison/Resurrection I S n/a n/a n/a 500 P GR94Hebe Youth I R 10 w -8 600 2500 p. M101Hydra Regeneration P A 6 w -3 30 500 p. M101

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Immortality Unaging P S n/a n/a n/a n/a p. J99Janus Antidote I/1d m A 3 d -2 25 40 p. M101Life Immortality P S n/a n/a n/a 2000 p. Ch42Morpheus Sleep (16-HT) + 8 h A, L 1 d 0 50 120 p. M101Persephone Resurrection n/a No n/a n/a n/a n/a p. M102Pluto Reanimation I D 2 w -2 200 600 p. M102Mental AbilitiesAnaleptic Alzabo Life Experiences n/a No n/a n/a n/a n/a p. N90Apollo Foreknowledge I R 2 w 0 20 400 p. M102Artemis Immunity to Love 2d h A 4 d 0 10 50 p. MI1 114Autarch’s Elixir Race Memory n/a n/a n/a n/a n/a n/a p. N90Epimetheus Memory 1 h A 1.5 d 0 40 150 p. M102Orpheus Charisma 1d h A 4 d -1 10 35 p. M102Prometheus Wisdom 1 h A 1 d -1 60 150 p. M102Mental ControlEros Love P A, L 4 d -2 60 200 p. M102Pan Drunkenness 1d h A, L .5 d 0 10 20 p. M102Philemon Friendship 1d h/ 3d m A, L 3 d 0 30 60 p. M102Pirithous Forgetfulness 1 h A, L, H 4 d -3 10 70 p. MI1 114Polyphemous Gullibility 1d h G 3 d 0 15 150 p. MI1 114SkillsArgus Vision 3dx5 m A 2 d 0 25 40 p. M102Marsyas Music 1d h/2d m A .5 d 0 15 30 p. M102Syrinx Hearing 3dx5 m A 1.5 d 0 15 30 p. M102Vulcan Craftsmanship 1d h A 5 d -1 40 110 p. M102

NotesName: This is the name of the elixir.Effect: This is a summary of the elixir’s effects.Duration: This is how long the elixir lasts.Availabil.: The availability of the elixir. A = Commonly available. D = “Dark Art,” not available for sale,

except on the black market, information is well hidden. Elixirs in this category are probably illegal to own or to use. G= “Gray art,” not easily available and information is hard to find. H = The method of making the elixir is taught atHogwarts. L = subject to some form of legal control by the Ministry of Magic. No = The elixir is not available. R =Rare, not available on the open market, information is hard to find. S = Secret or not yet invented.

Time: The time needed to make the elixirPen.: The skill penalty to make the elixir.Cost: The cost of the ingredients needed to make the elixir, in $.Price: The market price of the elixir in $. The number before the slash is the cost in a world where alchemy is

common, the price after the slash is the cost worlds where it is rare.Page: The page reference./: The elixir has different effects in different forms.d: days.h: hoursI: Instantaneous. The elixir takes effect immediately.m: minutesmo.: monthP: Permanent. The elixir’s effects are permanent.w: weeks.

New ElixirsName Effect Duration Availab. Time Pen. Cost PriceBelch Powder Belching 1d m A .5 d 0 1 3Boils Potion Boils 1 h A .5 0 10 25Burn Ointment Heals burns P A 2 d 0 50 120Cleaning Solution Cleaning I A 1 d 0 2 5Cleansing Solution Cleans wounds I A 1 d 0 25 50Confusing Concoction Confusion 3d m A, H .5 d 0 25 50Deflating Draft Counters Swelling P A 1 d 0 50 100Defusing Potion Destroys explosives P A 1 w 0 100 450Dung bombs Foul Smell 1d m A 1 d 0 2 5Growth Solution Growth P/1 h A 1 w -1 200 500

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Hair Straightener Straightens Hair 1 d A .5 d 0 1 5Lycanthropy Potion Controls Werewolves 1 w R 2 w -2 250 1000Mandrake RestorativeDraught

Cures Petrifaction & Paralysis P R 1 d+ -1 100 or 1000 3000

Pepperup Potion Cures respiratory illnesses I A 1 d 0 10 20Pet Tonic Improves Animal Health 1 w A 1 d 0 2 5Polyjuice Potion Change Form 1 h R, L 4 w -2 100 500Shrinking Solution Shrinking 1 h A, H .5 d 0 50 100Skele-Gro Regrows bones P A 2 w -1 100 400Swelling Solution Engorgement 2d h A, H, L .5 d 0 50 100Veritaserum Truth Saying 1 h A, L 4 w -4 500 5000

NotesBelch Powder: This is a simple alchemical preparation. When slipped into a person’s food or

drink, it makes them belch loudly and frequently for 1d minutes. The victim gets a roll vs. HT to resist. Thismight be embarrassing in some situations, but Belch Powder is mostly used as a schoolboy prank. ½ day tomake, $1 in ingredients, $3 final cost.

Boils Potion: This elixir makes anyone who ingests or touches it break out in boils, as if the Boilsspell had been cast on him. It is countered by the Remove Blemish or Minor Healing spells or by theDeflating Draft or Janus elixirs. Effects last for 1 hour. ½ day to make, $10 in ingredients, $25 final cost.This potion has very few legitimate applications, although it is taught as an introductory alchemicalexercise.

Burn Ointment: This elixir usually appears as an orange paste. It has the same effect as the CureBurns spell. 2 days to make, $50 in ingredients, $120 final cost.

Cleaning Solution: This elixir is typically either made into a powder or a potion. It is not ingested.Instead, it is sprinkled or poured onto the area that the user wishes to clean. Once applied, it acts as if theClean spell had been cast on the object. ½ day to make, $2 in ingredients, $5 final cost. Mrs. Skour’s All-Purpose Magical Mess Remover is the best known brand of this elixir.

Cleansing Solution: This elixir cleans out wounds, killing bacteria and removing dead tissue andforeign objects while leaving healthy tissue intact. It is usually made into a potion which is purple andproduces smoke on contact with the wound. 1 day to make, $25 in ingredients, $50 final cost.

Confusing Concoction: If ingested, this elixir makes the subject act as if the Confusion spell hadbeen cast on him. The subject gets a roll vs. IQ to resist; otherwise he is affected for 3d minutes. ½ day tomake, $25 in ingredients, $50 final cost.

Deflating Draft: This elixir reduces swelling caused by spells, disease or injury. It cancels theSwelling Solution elixir and spells such as Engorgement. 1day to make, $50 in ingredients, $100 final cost.

Draught of the Living Death: This is a powerful sleeping draught. Its effects are identical tothose of the Epimenides elixir described on p. M101.

Defusing Potion: This elixir is available as a potion. It keeps objects placed in it from exploding.This ruins mundane explosives such as gunpowder. It also destroys “one shot” magic items that use fire orforce to do damage. Other magic items that use fire or force will not work as long as they are covered withthe potion, but work normally once it is removed. A “dose” is about a gallon of liquid - enough tocompletely immerse several pounds of conventional explosive or a large magic item. 1 week to make, $100in ingredients, $450 final cost. This potion is vital to the American wizarding game of Quodpot.

Dung bombs: These are magical stink bombs, usually made in pastille form. When they strike ahard surface, they activate, filling a 1 hex radius area with a foul smell for 1d minutes. Anyone in the area ofeffect must roll vs. Will to stay. People outside of the area of effect but in the same immediate area mustroll vs. Will+2. Each additional dung bombs give -1 to Will rolls. 1 day to make, $2 in ingredients, finalcost $5. They are also called Stink Pellets.

Growth Solution: This elixir makes a living creature grow. If it is immature, the elixir makes itage towards maturity, at a rate of 1 year per dose. If the subject is already mature, it makes them grow insize, as if the Enlarge spell had been cast on them. Maturing effects are permanent, growth lasts for 1 hour.Each does counts as one “level” of growth, to a maximum of 3 levels. 1 week to make, -1 to skill, $200 iningredients, $500 final cost.

Hair Straightener: Applied as an unguent or a potion, this elixir makes the user’s hair straighten,lie flat and otherwise behave. Effects last for 1 day, but it takes 10 minutes to rub the elixir into the hair. ½day to make, $1 in ingredients, $5 final cost.

Lycanthropy Potion: This rare, new elixir lessens the curse of lycanthropy. When a werewolfdrinks this potion before he transforms into wolf form, he does not turn into a ravening beast when he

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transforms. Instead, he keeps his human mind and personality, allowing him to function as normally as hecan while in wolf form. 2 weeks to make, -2 to skill, $250 in ingredients, $1,000 final cost.

Mandrake Restorative Draught: This elixir counteracts all forms of petrifaction and paralysis,whether caused by spells, injury or disease. It takes 1 day to make and is at -1 to skill. It requires $100 iningredients, plus chopped magical mandrakes. It takes at least 6 months to grow magical mandrakes fromseedlings, plus the attendant risks while harvesting them. If the mage can’t grow or find his own mandrake,add a further $1,000 to the cost of the spell, if the GM rules that mandrake root is available at all. The finalcost is $3,000.

Pepperup Potion: This elixir is commonly made into a potion. When consumed, it cures coldsand other minor respiratory illnesses, but extremely peppery and has the magical side effect of makingsmoke emerge from the subject’s mouth for several hours thereafter. 1 day to make, $10 in ingredients, $20final cost.

Pet Tonic: This is a common veterinary remedy. The elixir is usually made into a potion, althoughpastilles are almost as common. When administered to an animal, it gives the beast +1 to HT, and generallyimproves the creature’s mood, behavior and physical conformation. It has no effect on transformed animagior werewolves. Different variants of this elixir are specialized for different types of creatures, e.g., rat tonic,owl tonic, etc. These give +2 to effective HT. It takes 1 day to produce the elixir and $2 in ingredients. Thefinal cost is $5.

Polyjuice Potion: This elixir is usually made into a potion. When consumed, it turns the drinkerinto an exact duplicate of another person for 1 hour. In their new form, the subject gets all of the duplicatedperson’s physical attributes, advantages and disadvantages. Their mental attributes, advantages,disadvantages and skills remain unchanged. Physical skills are modified by the subject’s new form. Theeffects of the potion last for 1 hour, at the end of that time, the subject gradually regains their own formover a period of 1d minutes.

To be effective, this elixir requires that the subject add a bit of skin, hair, blood, or other body partfrom the person to be imitated to the potion just before it is consumed. This elixir will not turn people intoanimals. If the subject mistakenly adds an animal hair to the potion, he turns into a humanoid version of thatanimal with the outward physical characteristics of the animal (e.g., fur, ears, eyes, tail), but none of theadvantages or disadvantages. This humanoid form is permanent unless removed by magic. It takes 4 weeksto brew the potion, -2 to skill, $100 in ingredients, $500 final cost. Use of this elixir is regulated by theMinistry of Magic. It is illegal to imitate another person with the intent to commit fraud or any other crime.

Shrinking Solution: This elixir is the opposite of the Growth Solution. It is usually produced inPotion form. When it is consumed, the first three doses shrink the subject as if the Shrink Other spell hadbeen cast on them, to a maximum of 3 levels of Shrinking. Then, it begins to make the subject younger, atthe rate of 1 year per dose, until the subject has been reduced to a newborn baby. Subsequent doses have nofurther effect. This elixir cancels the Growth solution, as well as spells that make the subject grow, such asEnlarge. The effects last for 1 hour. ½ day to make, $50 in ingredients, $100 final cost.

Skele-Gro: This elixir is usually made into a potion. When consumed, it allows the subject toregrows missing or damaged bones, as if the regrow bones spell had been cast on him. 2 weeks to make, -1to skill, $100 in ingredients, $400 final cost.

Swelling Solution: This elixir is usually made as a potion. If it is applied or splashed on thesubject’s body, it makes the body parts it touched grow to gigantic size as if the Engorge spell had been caston them. Again, the subject is allowed a HT roll to resist, but at -2 per dose. The effects last for 2d hours. ½day to make, $50 in ingredients, $100 final cost. This elixir has few polite, practical applications. Deliberateuse of this elixir on an unwilling subject can be considered a crime.

Veritaserum: This elixir is an alchemical “truth serum.” When it is ingested, the subject must rollvs. IQ at -2 per dose consumed or tell the complete truth in response to any question put to him. The effectslast for 1 hour. 4 weeks to make, -4 to skill, $500 in ingredients, $5,000 final cost.