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©Andrew Yinger, 2004-2009 

New Spells

The following spells are new Spells that may be found in some NPCs generated by the GURPS® NPC Generator. By popular demand, the new spells and their rules are listed (by college) on this page.

Table of Contents

Animal College
Spit Venom (VH)

Earth College
Create Lava
Skin of Stone

Air College
Stink Ball

Fire College
Firewalker Zomibe (VH)
Brand
Great Brand (VH)
Fire Bolt
Homing Fire Bolt
Wall of Fire
Create Lava
Lava Flow
Lava Eruption (VH)
Lava Jet (VH)
Lava Bolt
Homing Lava Bolt (VH)
Explosive Lava Bolt (VH)
Firestorm

Water College
Rehydrate
Bloat
Flash Freeze (VH)

Illusion College
Dazzle

Light and Darkness College
Dazzle
Color Burst

Mind Control College
Hysteria
Mass Hysteria
Enrapture

Chaos College
Color Burst
Mass Hysteria

Necromantic College
Bloat
Drain Strength (VH)
Infectious Zombie (VH)
Firewalker Zomibe (VH)
Zombie Double (VH)
Puppet Master
Steal Eyes (VH)
Steal Mana
Vampiric Bolt (VH)


Animal College


Spit Venom (VH) - Regular; Resisted by Health
     Lets the caster spit a spray of poisonous venom from his mouth. Armor does not protect, unless it is completely environmentally sealed, in which case the venom has no effect. Victims hit in the face must make a Health role to resist being temporarily blinded (for 1d6 minutes). The attack can be blocked or dodged, but not parried. No hand gestures are required to cast this spell; certain lip and tongues motions are made instead.
    Duration: 1 second.
    Cost: 2 to 6. Does 1d-1 for every 2 points spent. Range is up to 2. Cannot be maintained.
    Prequisites: Magery 2, Reptile Control and Resist Poison.
    Item: Mouth Jewelry. Mage only. Energy cost 1,000.

Earth College

Create Lava

Skin of Stone - Regular; Resisted by Health
     Lets the caster create a hardened shell of stone from the subject's outer layers of flesh. This spell is like Body of stone, but has DR 4 against physical attacks (DR 1 if attack is crushing) and does not protect against Fire and Water combat spells. (The subject's eyes, at DR 0, are not protected at all.) Movement is reduced by 1, and the subject's Dex and Dex-based skills are at -2 throughout the duration of the spell.
    Duration: 1 minute.
    Cost: 4; 2 to maintain.
    Time to Cast: 3 seconds.
    Prequisites: Stone to Flesh.
    Item: Jewelry. Mage only. Energy cost 1,200.

Air College


Stink Ball - Missile
     Lets caster throw a concentrated ball of sulfur and brimstone that explodes into a vile, green-colored gas which exudes a potent, foul odor (resisted by Health, 1d-1 damage) as per the Stench Spell. The area affected varies depending upon points spent: a 1 point ball will produce 1 hex radius of Stench, a 2 point ball will produce 2-hex radius (7 total hexes) effect, and so on. This spell has Acc +1, 1/2 Damage 25, Max 50.
    Cost: 1 to 3; each point reduces Health role to resist by one.
    Time to Cast: 1 to 3 seconds.
    Prequisites: Magery, Stench.
    Item: Staff or wand - missile is fired from end of item. Can only be used by a mage. Energy cost 600; must include an emerald worth $600.

Fire College

Firewalker Zomibe (VH)

Brand - Regular; Resisted by Health
     Burns a recognizable trademark or icon of the mage's choice into the surface of a flesh or hide target, causing 1d6-3 points of burning damage and leaving a permanent mark, or burn scar. A mage with this spell may attempt to remove the brand caused by another mage; treat as a quick contest of skills.
    Duration: Permanent until removed.
    Cost: 3.
    Time to Cast: 5 seconds.
    Prequisites: Heat.
    Item: Staff or wand. Can only be used by a mage. Energy cost 600.

Great Brand (VH) - Regular; Resisted by Health
     As per Brand spell, except the Brand itself cannot be covered up (the mark will glow through any such covering), and the Brand CANNOT be removed, except by a Remove Curse Spell (treat as contest of Mage skills, with Remove Curse at -2). Removing a Great Brand is generally considered illegal (see below). In magical settings, a Great Brand is often used to mark a notorious criminal or social outcast (such as an adulterer), giving the victim a reputation -2 (very bad reaction modifier to anyone who recognizes the mark for what it is). This is often referred to as "The Mark of the Malefactor." Attempting to remove a such a mark is highly illegal, and highly expensive.
    Duration: Permanent.
    Cost: 9.
    Time to Cast: 1 minute.
    Prequisites: Magery 2, Brand, Glow.
    Item: Staff or wand. Can only be used by a mage. Energy cost 1200.

Fire Bolt - Missile
     Lets caster throw a concentrated bolt of fire that does piercing damage. When it strikes its target, the bolt disintegrates and will ignite only highly flammable materials that may have been in its path (e.g., an oil-soaked shirt). A Fire Bolt is smaller than a Fire Ball missile, less incendiary, more accurate, and does (normal) piercing instead of crushing damage. This spell has Acc +2, 1/2 Damage 40, Max 80.
    Cost: 1 to 3.
    Time to Cast: 1 to 3 seconds.
    Prequisites: Magery, Create Fire, Shape Fire.
    Item: Staff or wand - missile is fired from end of item. Can only be used by a mage. Energy cost 600; must include a ruby worth $600.

Homing Fire Bolt - Missile
     As for Fire Bolt, and the missile "homes-in" on its target, giving it several chances to strike home. The total number of rolls to hit is equal to one plus half the energy spent on the missile, assuming the caster is able to maintain concentration throughout the duration. If the Fire Bolt misses on its first attempt, it will continue to circle its target making additional attempts, losing one die of damage per round after the first two attempts, until it hits or dissipates into nothing. This spell has Acc +3, 1/2 Damage 40, Max 80.
    Cost: 2 to 6; 1 die of damage per 2 points spent.
    Time to Cast: 1 to 3 seconds.
    Prequisites: Magery 2, Fire Bolt, Apportation.
    Item: Staff or wand - missile is fired from end of item. Can only be used by a mage. Energy cost 1,200; must include a ruby worth $1,000.

Wall of Fire - Area
     Creates a 3 meter high wall of fire in one or more hexes. If multiple hexes, they must all be adjacent. Multiple hexes may be curved around in a circle to trap a subject. Subjects attempting to pass through (or held to) the fire will suffer 1d6-2 points of burning damage per turn of exposure. The caster may optionally make the fire radiate heat on only one side of the wall (determined at time of casting).
    Duration: 1 minute.
    Base Cost: 2; 1 to maintain.
    Time to Cast: 3 seconds.
    Prequisites: Create Fire, Shape Fire.
    Item: Staff or wand. Can only be used by a mage. Energy cost 700.

Create Lava - Area
     Creates a hex or more of lava. This is white-hot liquid magma, which appears on the ground, immediately igniting (1d6 points of damage) flammable objects in the same hex, and causing 1d6-2 points worth of fire damage to those in adjacent hexes. If not maintained, the lava will eventually cool and form rock. Create Lava is also an Earth spell.
    Duration: 1 minute.
    Base Cost: 2; 1 to maintain.
    Prequisites: Heat, Shape Stone.

Lava Flow - Area
     As for Create Lava, and the area affected produces a continual flow of lava, at a quantity equal to the area originally created, every minute. This spell effectively rips a (hopefully) temporary hole in the earth's crust or mantle, and can therefore only be cast on solid, natural ground (note: for purposes of this spell, the ocean floor does count as solid, natural ground!). If the area is on an incline, the lava will naturally flow downhill, igniting all flammable objects in its path. Note that this is a quick and dirty (and much smaller!) version of the volcano spell.
    Duration: 1 minute.
    Base Cost: 4; 2 to maintain.
    Prequisites: Magery, Create Lava.

Lava Eruption (VH) - Area
     Creates an instantaneous, devastating eruption of lava. The lava will burst forth, splashing and damaging everything within its area of effect, all flammable materials igniting instantly. Non-fire retardant material or armor only protects at half dr. The affected area in radius hexes is equal to 1/4 the number of points put into it. Thus, an 8 point lava eruption would constitute a 2-hex radius area attack (a circle of 7 hexes), doing 2d6 points of damage. Because the lava is erupting somewhat randomly, the caster is not able to precisely control which hexes inside the circle are affected; he may, however, choose to direct the eruption over half of the area affected (at normal cost).
    Duration: 1 second.
    Base Cost: 4 (max of 4*magery); 1 die of damage per 4 points spent. Cannot be maintained.
    Prequisites: Magery 2, Lava Flow.

Lava Jet (VH) - Regular
     Lets the caster shoot a jet of white-hot liquid lava from one fist. Each turn, the caster rolls versus Magic Jet to hit. This attack may be dodged or blocked (a wooden shield might offer a little protection -- and then burst into flames!), but not parried. This spell is similar to Flame Jet, except armor only protects at half dr.
    Duration: 1 second.
    Cost: 2 to 6; 1 die of damage per 2 points spent. The jet's range in hexes is equal to half the number of dice. Cost to maintain is the same.
    Prequisites: Magery, Lava Flow, Flame Jet.
    Item: Jewelry. Can only be used by a mage. Energy cost 1,600; must include a $600 ruby and a $600 onyx stone.

Lava Bolt - Missile
     As for Fire Bolt, but armor only protects at half its dr and the missile has a chance (1 in 6) of igniting flammable materials (such as ordinary cloth). This spell has Acc +2, 1/2 Damage 40, Max 80.
    Cost: 2 to 6; 1 die of damage per 2 points spent..
    Prequisites: Magery, Create Lava, Fire Bolt.
    Item: Staff or wand - missile is fired from end of item. Can only be used by a mage. Energy cost 1,200; must include a ruby worth $900.

Homing Lava Bolt (VH) - Missile
     As for Homing Fire Bolt, but armor only protects at half its dr and the missile has a chance (1 in 6) of igniting flammable materials. This spell has Acc +3, 1/2 Damage 40, Max 80.
    Cost: 3 to 9; 1 die of damage per 3 points spent..
    Prequisites: Magery 2, Lava Bolt, Apportation.
    Item: Staff or wand - missile is fired from end of item. Can only be used by a mage. Energy cost 1,200; must include a ruby worth $900 and an onyx stone worth $900.

Explosive Lava Bolt (VH) - Missile
     As for Lava Bolt, plus the missile explodes, splashing lava on those in adjacent hexes. See the rules for the Explosive Fireball spell. This spell has Acc +2, 1/2 Damage 40, Max 80.
    Cost: 3 to 9; 1 die of damage per 3 points spent..
    Prequisites: Magery 2, Lava Bolt.
    Item: Staff or wand - missile is fired from end of item. Can only be used by a mage. Energy cost 1,200; must include a ruby worth $900 and an onyx stone worth $900.

Firestorm - Area
     Creates an area of raging, intense fire which will suck light items into it and consume vast amounts of oxygen as well as doing heat and burn damage. A firestorm hex will do 6d6 points of damage per turn to anyone caught in it. Anyone standing in an adjacent hex will take 1d6 points of damage per turn. Anyone standing 2 or 3 hexes away from it will take 1 point of damage per turn. Armor protects with its normal DR for turns equal to its DR and then it becomes useless. Flammable objects within 1 hex of the flame are ignited immediately. Flammable objects 2 or 3 hexes from the flame will eventually ignite from the heat. Light, loose, items like pieces of paper will be sucked into the flames from up to 5 hexes away and the fire will generate a strong breeze as air is sucked into it. In an enclosed environment, any character within 10 hexes of the fire storm must roll vs. vs. HT every minute or begin to Suffocate due to lack of oxygen.
For double the energy cost, the caster may create a more powerful firestorm, as in a tornado of fire. ST rolls to remain standing in a fire tornado are at -5, ranged attacks through it are impossible, and visibility inside it is a yard at best. This powerful firestorm physically lifts and hurls objects up to 30 pounds per yard of radius. The heat from a fire tornado is also much more intense, doing triple damage to all flamable objects, consuming all objects with a melting point of 1,500 degree Fahrenheit or less that remain within its radius for more than two seconds.
    Duration: 1 minute after reaching full strength.
    Cost: 5 per hex, 3 to maintain..
    Prequisites: Magery 2, Shape Fire, Essential Fire.
    Item: Staff, Wand or Jewelry. 2,500 to create. Usable only by a mage..

Water College


Rehydrate - Regular; Resisted by Health
     This spell is the opposite of dehydrate: the subject regains damage lost to dehydration. This spell can also be used as a blocking spell, immediately cancelling the effects of a dehydration spell. It can also be used to restore dehydration damage to plants, assuming they have living tissue remaining.
    Cost: 1 per 1d damage restored, up to 3.
    Time to Cast: 1 second.
    Prequisites: Shape Water, Create Water.
    Item: Staff or wand. Can only be used by a mage; must touch subject. Energy cost 700.

Bloat - Regular; Resisted by Health
     Saturates a subject's tissues with excessive water, causing subject to "bloat-up" horrifically, resulting in damage or death. Affects the whole victim if cast from a distance; if cast by Mage's Touch, damage is limited to the part touched. Armor does not protect, and may actually cause constriction damage to a bloated subject (at GM's discretion). The Dehydrate Spell may be used to conteract the effects of, or block this spell. This spell is also a Necromantic spell.
    Duration: Damage done is permanent until healed.
    Cost: 1 per 1d-2 damage, up to 4.
    Time to Cast: 1 second.
    Prequisites: Magery, Rehydrate.
    Item: Staff or wand. Can only be used by a mage; must touch subject. Energy cost 1,000.

Flash Freeze (VH) - Regular; Resisted by Health-2
     Like frostbite, but with more immediate and devastating effects: the victim's tissues are instantaneously flash-frozen, as if hit with a powerful jet of super-freezing liquid. Affects the whole victim regardless of distance. Armor does not protect, unless it is high-tech and totally environmentally sealed. After the victim is hit, he is obscured with a cloud of freezing mist (-1 to hit per die of damage) and partially blinded (-3 to Dex rolls). The freezing cloud takes one second to dissipate per die of damage.
Cryogenics: In a high-tech setting, a victim that has been brought down to -HP or less (in two rounds or less) is considered cryogenically frozen! He can be slowly revived (2 x HP hours) in a properly equipped cryogenics lab, assuming the victim doesn't start to thaw-out first...
    Duration: Damage done is permanent until healed (or cryogenically unfrozen); the freezing cloud dissipates at a rate of 1 second per point of damage.
    Cost: 2 to 8; does 1d for every 2 points spent.
    Time to Cast: 1 second.
    Prequisites: Magery, Water Jet, Frostbite.
    Item: Staff or wand. Can only be used by a mage; must touch subject. Energy cost 1,600; must include a $900 sapphire.

Illusion College

Dazzle

Light and Darkness College


Dazzle - Area; Resisted by Will
     Creates a hex or more of wildly shifting, brilliantly colored lights that may mentally stun those within its area of effect. Victims must make a Will role or be mentally stunned for 1d6-2 rounds; they can roll to recover once per round thereafter. Those succeeding their Will role will still find the lights highly distracting, putting them at an effective -3 to all IQ based skills. The caster is not immune to the effects of this spell, but may choose the turn it off in certain hexes (determined at the time of casting). Those outside the area, but within sight, will merely see what appears to be a dazzling light show. This spell is also an Illusion spell.
    Duration: 1 minute.
    Base Cost: 2; 1 to maintain.
    Time to Cast: 3 seconds.
    Prequisites: Colors, or 4 Illusion Spells.
    Item: Staff or wand. Can only be used by a mage. Energy cost 800.

Color Burst - Special
     Lets the caster shoot a jet of pulsating, multi-color beams from her hand. Each turn, the caster rolls versus Magic Jet to hit. Roll once per point spent on the table below to determine the spell effect(s). Note that some effects may, at GM's discretion, cancel each other out if they simultaneously strike the same hit-location -- e.g., a Red and Blue beam simultaneously causing heat and cold damage to a victim's torso. This attack may be dodged or blocked. This spell is also a Chaos spell.
1d6
Color of Beam
Effect
1
Red
1d6 of heat damage; double damage to ice/water creatures
2
Green
2 turns of 1d6-2 poison damage, resisted by Health
3
Blue
1d6 of cold damage; double damage to fire creatures
4
White
Light Jet, as per Light Jet spell
5
Black
1d6 of acid damage; armor resists by 1/2 DR
6
Multi-Colored
Stun for 1d6-2 rounds, resisted by IQ, as per Dazzle spell

    Duration: 1 second.
    Cost: 1 to 3; 1 roll on table per point. The jet's range in hexes is equal to points spent. Cost to maintain is the same.
    Prequisites: Magery, Dazzle.
    Item: Jewelry. Can only be used by a mage. Energy cost 800; must include $800 worth of gem stones.

Mind Control College


Hysteria - Regular; Resisted by Will-3
     The target of the spell becomes severely defensive and emotionally hyper-sensitive, effectively doubling the effects of all mental disadvanges. For example, if the target has mild shyness, he temporarily acquires severe shyness. (For mental disadvanges that do not have clear, discrete levels of severity -- or if the subject has no clear mental disadvantages, the effect is left up to the GM's discretion -- be creative!) Furthermore, the severity of the mental disadvantages are such that they are accompanied by physical manifestations, or "ticks." For example, a severely shy person may start to itch uncontrollably in the presence of strangers. People will react to a constantly hysterical individual at a -2 (in addition to other reaction modifiers for the doubled mental disadvantages).
    Duration: 10 minutes.
    Cost: 4; 2 to maintain (for a cost of 20, the effect is permanent!).
    Time to Cast: 3 seconds.
    Prequisites: Magery, Madness, Weaken Will.

Mass Hysteria - Area; Resisted by Will
     Those in the affected area suffer from the effects of hysteria, but in a more insidious, contagious fasion. The first target (determined randomly) in the affected area that fails to resist, will begin to acquire temporary mental disadvantages with physical manifestations, as per the hysteria spell. All others will start to aquire the first individual's physical symptoms as well, slowly feeding off eachother, until the frequency of hysteria is almost omnipresent and totally crippling.
The progression of mass hysteria, per minute, is as follows:
  1. The first target (determined randomly in the affected area) that fails to resist begins to suffer from the affects of hysteria, acquiring symptoms as per the hysteria spell.
  2. All those in the affected area, now resisting at Will-1, start to "catch" the physical symptoms from the first person afflicted.
  3. All those in the area and adjacent hexes must now resist at Will-2.
  4. All those in the area and adjacent hexes must now resist at Will-3.
Note that even if a target resists initially, he must continue to make resistance rolls while he remains in the affected area, up to a maximum of Will-3. Once the target leaves the area, he may attempt to resist again, at Will -- if he fails, he retains all symptoms for the duration of the spell. This spell is also a Chaos spell.
    Duration: 10 minutes.
    Base Cost: 4; 2 to maintain.
    Time to Cast: 3 seconds.
    Prequisites: Magery, Hysteria.

Enrapture - Regular; Resisted by Will
     The target of the spell becomes overwhelmed by the caster's sudden and mysterious beauty. The target and caster must be of opposite gender, and the caster must have an average or better appearance (-1 to resist for each level of appearance above average; an additional -3 if the target is lecherous). Obsessed and mesmerized by the caster's newly apparent beauty, the target is left almost totally incapacitated, unable to take her focus off the caster for the duration. The target will not be able to take any orders (even from the caster), so complete is her obsession. If attacked, the target may defend at a -2; if attacked by the caster, the enrapture is automatically broken. If the caster is attacked, harmed, threatened, or in any way disparaged, the target will likely (albeit vaguely) object, but cannot take any direct physical action.
At the GM's discreation, a target that has been repeatedly enraptured by the same mage (or been the subject of a prolonged enrapture), may start to develop an actual obesession...
    Duration: 5 minutes, or until the target is incapacitated.
    Cost: 4; 2 to maintain.
    Time to Cast: 2 seconds.
    Prequisites: Magery, Weaken Will, Fascinate.
    Item: Staff or Wand. Energy cost 1,000.

Chaos College

Color Burst
Mass Hysteria

Necromantic College

Bloat

Drain Strength (VH) - Melee; Resisted by Health
     This spell works like Steal Strength, except the subject does not have to be willing! The caster must successfully grab the subject with one or more hands after the spell is cast; if the subject fails his health role, he loses 3 points of Fatigue and Strength that round. This will continue every round thereafter until the subject makes his health role or is able to break free from the Mage's grasp. The spell stops once the victim reaches 0 Fatigue and falls unconscious.
    Duration: Permanent.
    Cost: None; for every 3 points taken, caster regains 1 point of Fatigue.
    Time to Cast: 1 second.
    Prequisites: Magery 2, Steal Health, Steal Mana.
    Item: Staff, Wand or Jewelry. Mage only. Energy cost 1,000.

Infectious Zombie (VH) - Regular
     The subject of this spell must be a relatively complete, fresh corpse. (HT cannot be less than Negative Health x 5 and body must not be more than 1 week old.) This spell differs from the standard Zombie spell in several respects: it can only be used to create an Infectious Zombie (no skeletons or mummies); an Infectious Zombie suffers from The Hunger (more below); and there is no known way to control an Infectious Zombie -- not even with the Control Zombie spell.
The Hunger: an infectious zombie suffers from an insatiable desire to consume human (or humanoid) flesh. For every day the zombie goes without consuming raw flesh from a living subject, the zombie suffers 1d6 points of starvation damage. Consuming flesh will restore 1 point of damage for every 6 points consumed. Furthermore, anyone who is bitten for 0 or more points of damage by an infectious zombie -- whether or not they live through the encounter -- will slowly (over 12 hours) transform into an infectious zombie as well.
Useful for planting in -- and wiping out -- small hamlets, villages, towns, cities... Also useful for developing a reputation as an insane, megalomaniacal necromancer with a hefty price on his head.
    Duration: The Zombie remains animated until it is destroyed or starves to death.
    Cost: 50.
    Time to Cast: 5 minutes.
    Prequisites: Zombie, Pestilence.

Firewalker Zomibe (VH) - Regular
     The subject of this spell must be a relatively complete, unfrozen corpse. (HT cannot be less than Negative Health x 5.) This spell differs from the standard Zombie spell in several respects: it can only be used to create a Firewalker Zombie (no skeletons or mummies), and a Firewalker suffers from Extreme Pyromania (more below).
A Firewalker is clearly identifiable by the constant flames issuing forth from its mouth, eyes, and hands. It will set fire to all flammables merely by standing in the same hex as the material. If left in a confined, unventilated space, it will eventually run out of oxygen and snuff out. Firewalkers also have the following spell skills, available immediately upon creation: These skills cost fatigue normally as per the spells.
Extreme Pyromania: a Firewalker is consumed by a maniacal, almost uncontrollable compulsion to set fires. A necromancer can exert some control over a Firewalker, but is much more likely to get good results if commands involving fire are given -- e.g. 'Go burn down that barn.' All commands involving fire are at a +5. Commands such as these can even be given by non-zombie controlling individuals (a mere contest of wills between person issuing command and the Firewalker). Because of this, firewalkers tend to be somewhat willful and uncontrollable. This spell is also a Fire spell.
    Duration: The Fire Walker remains animated until it is destroyed or its flames die out due to lack of oxygen.
    Cost: 20.
    Time to Cast: 2 minutes.
    Prequisites: Control Zombie, Essential Flame, Body of Flames.

Zombie Double (VH) - Regular
     The subject of this spell must be a very fresh corpse that died within the last 24 hours; also, the HT of the corpse cannot be less than Negative Health. This spell creates a zombie that is an exact physical copy of the caster. The zombie double has the same physical stats and skills (max 15) as the caster, and even sounds like the caster when it speaks (albeit in dull monotone). To a normal outsider, it will appear to be the caster himself; anyone previously acquainted with the caster will observe subtle differences; someone who knows the caster intimately will spot the imposter almost immediately. An outsider with a body language skill role will note that the imposter is a zombie -- so will a Mage with any necromantic spells in his grimoire. As the zombie double grows older, the decay and stench will start to become impossible to cover up with perfumes and spices, and the double's true zombie nature will become obvious to anyone (this usually starts to happen about one week after the zombie double's creation). In a high-tech setting, a zombie double could easily fool a biometric security system.
This spell is a favorite of the narcissistic mage, or a necromancer wishing to take advantage of the subject's own perceived physical superiority and prowess. (Some necromancers have even been known to create whole armies of zombie doubles.)
    Duration: The Zombie Double remains animated until it is destroyed.
    Cost: 15 (for twice the cost, a double of a willing/incapacitated subject can be created).
    Time to Cast: 5 minutes.
    Prequisites: Zombie, Alter Body.

Puppet Master - Special; Resisted by Will
     Lets caster control physical actions of subject, much like the Control Person spell, but with more immediate (albeit) clumsy combat effects. The caster does not control the subject senses, nor does the caster go limp throughout the duration of the spell (although he must maintain concentration). Furthermore, this spell can also be used as a blocking spell.
If successful, the caster can force the subject to perform the following actions: To all onlookers, it will look as if the subject is jerking wildly around, moving clumsily and grimacing awkwardly, unable to speak. (It will also be obvious what the caster is doing, his hands crackling with black energy -- a required side-effect of the spell, no matter the caster's skill.) The caster may choose to maintain control, with the subject getting a role to resist at a cumulative -1 for every round he has already been controlled. For a cost of 1, the caster can maintain latent control, but let the subject perform physical actions normally (the subject may know that he is still under latent control with an IQ role). Note that the subject's mind is still completely active while being physically controlled -- so a highly skilled spell-caster or psionic could still exercise some of their powers!
    Cost: 4; 2 to maintain.
    Prequisites: Magery 2, Control Person.
    Item: Staff, Wand or Jewelry. Mage only. Energy cost 1,200.

Steal Eyes (VH) - Regular
     Transfers the subjects eyes, and any associated traits, to the caster, leaving the subject with horrific-looking empty eye-sockets. The subject must be willing or helpless and must be touched during the entire casting time. The caster's appearance may change dramatically, as the exact color and shape of his eyes take on the subject's. (In a high-tech setting, this could be used to fool a security system that scans the retina.) Further, the caster will gain any associated advantages (e.g., dark vision, night vision, accute vision, ultra vision, etc.) and any associated disadvantages (e.g., blindness, one eye, color blindness, night blindness, poor vision, etc.). At the GM's option, this spell may also alter the caster's appearance up or down by one level. A critical failure will render both the subject and the caster eyeless and totally blind!
    Duration: 1 day; for twice cost, permanent.
    Cost: 10.
    Time to Cast: 20 seconds.
    Prequisites: Magery 2, Evisceration.
    Item: Staff, Wand or Jewelry. Mage only. Energy cost 2,000.

Steal Mana - Regular
     This spell works like Steal Strength, except the subject must be a willing Mage; it is also faster and more efficient: 1 Fatigue point is gained per each point drained, and the caster can temporarily gain up to twice her normal Fatigue points. The points gained which are above the caster's normal Fatique points are considered Mana points and can only be used to cast spells; also, these Mana points will dissipate naturally at a rate of 1 point per minute.
    Duration: Permanent.
    Cost: None; for every point taken, caster regains 1 point of Fatigue.
    Time to Cast: 10 seconds per point.
    Prequisites: Magery 2, Steal Strength.
    Item: Staff, Wand or Jewelry. Mage only. Energy cost 1,000.

Vampiric Bolt (VH) - Missile; Resisted by Health
     Lets caster throw a small purplish bolt that is capable of draining Hit Points. The attack can be blocked or dodged, but not parried. When it strikes its target, the orb suffuses the victim in a purplish glow, while the caster glows white, receiving half the damage dealt in regained hit points (the caster may not regain more than his maximum hit points). This spell deals 1d6+2 damage if the victim fails his Health role. This spell has Acc +2, 1/2 Damage 10, Max 30.
    Cost: 2; for double the cost, caster receives full damage delt in regained hit points.
    Prequisites: Magery, Vigor, Fatigue, Steal Health.
    Item: Staff or wand - missile is fired from end of item. Can only be used by a mage. Energy cost 900; must include an onyx worth $900.