This is a follow-up to my previous Dungeons & Sorcery post, with ten more spells converted from AD&D for use with GURPS Sorcery. As with any Powers write-up, these are easy enough to convert to use in some other power structure, most likely removing the ‘requires gestures’ and ‘requires speech’ limitations, which will make them cost slightly more. I’ll note that Charm Person can be nasty enough as-is, and might cause extra trouble with those limitations gone.

Also, reversed spells are being separated out as fully separate items, as building an alternate ability into an alternate ability spell starts getting silly, and doesn’t really get to the D&D situation anyway, since you have to memorize them separately. I generally note in the descriptions that ‘they tend to appear together’, but there’s no reason that has to be true in this system. (A note for the future spell creation system: make it easier to create the reverse of a spell already known.) Also, I’m grouping together related spells that are completely separate in AD&D.

Armor (C)
Conjuration, Somatic, Verbal, Buff
19 points
Casting Time: 4 seconds
Casting Roll: none
Range: Touch
Duration: 3 minutes

You create an invisible barrier of magical force that provides DR4 to all locations of any one subject you touch. This is interfered with by all other forms of protection (other than innate/internal DR such as the skull and Tough Skin), and will not stack with DR from other sources, but the best source of DR available for any location can always be used (so even a well-armored knight would still gain DR4 for the eyes or chinks in the armor).

Affliction 1 (HT; DR 4 (Can’t Wear Armor, -40%; Force Field, +20%; Magical -10%), +140%; Fixed Duration, +0%; Melee Attack, C, 1, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x4, -20%) [1.75×10]

Charm Person (VC)/Charm Monster (SC)
Enchantment, Somatic, Verbal, Resisted (Will)
38 points/level or 45 points/level
Casting Time: 1 second (4 seconds)
Casting Roll: Innate Attack (Gaze) to aim.
Range: 100 yards (50 yards)
Duration: Special

Successful use of this spell will make a subject (which must be a ‘person’; an intelligent non-magical humanoid, e.g., humans, elves, brownies, gnolls, orcs…) come under the delusion that you are a friend and ally who must be protected. This does not give you control over the subject, nor any ability to communicate with him that you did not already have, but he will look upon anything you can say to him in a very positive light.

Roll against Innate Attack (Gaze) to ‘hit’ the desired subject. Upon success, you and the subject make a Quick Contest of Will, and he will be charmed for 5 hours per MoS. Sorcery Talent adds to your effective Will, and each additional level of the spell adds a -1 penalty to the target’s Will.

Note that this spell only makes the target trust you. You can’t arbitrarily order him around, and you certainly can’t order him to commit suicide. You can’t make him turn on his actual trusted friends, unless you can give him a good reason why, but you could tie everyone up in a debate with the subject as to who to trust more. Demonstrating that you can’t be trusted will break the charm, and anything that would cause second thoughts can either be role-played, or handled as a Reaction Roll, with a Poor or worse result breaking the charm.

An advanced version of this spell, charm monster, will allow the charming of any living creature, and has a few other important differences. It takes four seconds to cast, instead of the usual one, it only has half the range, but it will affect everyone within a 4-yard radius of the target. Assuming multiple people are affected, make one quick contest based off the highest effective Will being affected, and everyone will be charmed based on his result.

Affliction 1 (Will; Disadvantage: Severe Delusion, “The caster is my close, trusted friend.” (Magical, -10%), +14%; Accessibility: Non-magical, sapient, IQ 6+ humanoids only, -10%; Based on Will, +20%; Extended Duration, x300, +100%; Malediction 2, +150%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%) [3.79×10] Charm Monster removes the Accessibility and adds (All or Nothing, -10%; Area Effect, 4 yards, +100%; Takes Extra Time, x4, -20%; Reduced Range, 1/2, -10%). [4.49×10]

Comprehend Languages (VC)
Alteration, Somatic, Verbal
14 points + 6 points/level
Casting Time: 1 second
Casting Roll: none
Range: Touch
Duration: 10 minutes

The casting of this spell allows the comprehension of any one object you touch. If a person, you will be able to understand what they say, if an object, you will be able to read any messages written on it (you can specify that you want to comprehend messages written on a person instead of his speech). Note that this only allows you to understand speech or writings; you cannot speak or write in this language, and do not gain any knowledge of what language this is! This only works for ordinary languages, and will not break codes, nor allow the comprehension of magical writings. This spell is usually paired with confuse languages, which will cancel this spell (and it is canceled by this one).

Triple duration for each extra level of the spell.

Cosmic Pool: 3 points (Accessibility: Language of Touched Thing Only, -10%; Extended Duration, x10, +40%; Limited: Comprehend Only, -50%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%) [0.45×30] “Comprehend” is Language (Spoken or Written; Comprehension Only, -20%, Magic, -10%) [3] Extra levels are a level of Extended Duration.

Confuse Languages (VC)
Alteration, Somatic, Verbal
21 points + 5 points/level
Casting Time: 1 second
Casting Roll: none
Range: Touch
Duration: 10 minutes

Casting this spell and touching an object will prevent it from being understood by anyone for the duration of the spell. If the target is a person, make a Quick Contest of your Will + Talent vs his HT. If successful, treat whatever is said (by a person) or is written (if cast on an object) as being in an uncrackable code: gestures can be understood, general attitude (or more with Empathy) comprehended, handwriting analyzed, etc. Only existing writings can be confused, and this will only apply to a single object, or well-defined message: all the contents of a page, or book, all the tattoos on a person, a monumental inscription, but not every piece of graffiti on a cavern wall.

This can be canceled by casting comprehend languages (which is usually paired with this in spellbooks), and this spell can cancel that one. Ten times the duration for each extra level of the spell.

Affliction 1 (Disadvantage: Cannot Speak (Magical, -10%), 14%; Extended Duration, x3, +20%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, C, 1, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%) [1.19×10] + Alternative Ability (Affliction 1 (Disadvantage: Cannot Speak (Magical, -10%; Written Communication Only, +0%), 14%; Extended Duration, x3, +20%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, C, 1, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%) [12/5] Extra levels are two levels of Extended Duration.

Erase (VC)
Alteration, Somatic, Verbal
5 points
Casting Time: 1 second
Casting Roll: IQ
Range: Touch
Duration: Permanent

Casting this spell allows you to erase all non-magical writings on a single scroll, or one or two pages (separate sheets, or facing pages in a book). The paper (vellum, parchment, etc.) is returned to a pristine state (other than aging and wear) and can be used again without trouble.

Create 1 (Writing; Accessibility: 1/10 pound (1/100 weight), -40%; Destruction Only +0%; Magic, -10%; Reduced Fatigue 1 +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [0.5×10]

Feather Fall (VC)
Alteration, Verbal, Buff/Resisted (HT)
48 points
Casting Time: 1 second
Casting Roll: None or Will. Touch, or use Innate Attack (Gaze) to aim.
Range: 10 yards
Duration: 1 minute

Casting this spell upon a subject causes him to fall as if he was as light as a feather. He has no control over his descent (unless he already has wings; or at the GM’s discretion, a reasonable substitute, such as a cape to catch air with, might allow Air Move 1). However, descent is at a steady 1 yard/second (unless the spell should wear off before that time; calculate falling velocity from the subject’s current height). Moreover, the time to hit the ground will allow the subject of the spell to land properly, and take no damage, unless he is bound, unconscious, or otherwise incapacitated.

This will not otherwise affect the subject. His normal (non-air) movement will not be affected, and objects not in free fall (i.e., held) will act normally. He can be grabbed while in mid-air and towed around (assume half-weight for Move encumbrance as there is no resistance other than inertia), or blown around in a strong wind.

If the subject of the spell does not want to be affected, make a Quick Contest of the subject’s HT vs the caster’s Will+Talent.

Affliction 1 (HT; Advantage: Flight (Controlled Fall, -60%; Magical, -10%), +120%; Fixed Duration, +0%; Link, +10%; Malediction 2, +150%; Reduced Duration, 1/3, -10%; Reduced Range, 1/10, -30%; Requires Magic Words, -10%; Sorcery, -15%) [3.05×10] + Affliction 1 (HT; Advantage: Catfall (Magical, -10%), +90%; Fixed Duration, +0%; Increased 1/2D, 10x +15%; Link, +10%; Reduced Duration, 1/3, -10%; Reduced Range, 1/10, -30%; Requires Magic Words, -10%) [1.65×10] NOTE: Flight ordinarily removes an implied Taboo Trait: Air Move 0 (B18). “Controlled Fall” is Gliding while also not removing the Taboo Trait. As Gliding has you drop one yard every second that you do not decelerate, and Air Move is always 0, you always drop one yard. Note that anyone who already has Flight will have an Air Move they can use instead.

Hold Portal (VC)
Alteration, Somatic, Verbal
18 points + 1/level
Casting Time: 1 second
Casting Roll: None
Range: Touch
Duration: 3 minutes

Casting this spell on any closed entryway (doors, windows, coverings, portcullises, drawbridges, etc.) will hold it in place, unable to be opened. This hold can be canceled with dispel magic or knock (or similar spells from other spell systems), but otherwise the door itself must be gotten out of the way. The door itself can be attacked, and once its HP is exceeded, the door fails, and swings open, often in pieces (see Damage to Objects, B483, and Breaking and Entering LT122). Note that Forced Entry, or attacking any latching or locking mechanism will not work; the door itself is being held in place, and must be removed!

Triple duration for each extra level of the spell.

Affliction 1 (HT; Paralysis, Variant, +150%; Accessibility (Doors, Portcullises, etc. Only), -50%; Fixed Duration, +0%; Melee Attack, C, 1, -20%; No Signature, +20%; Nuisance Effect, Can be canceled by Knock, -5%; Sorcery, -15%) [1.8×10]

Light (VC)/Continual Light (C)

Alteration, Somatic, Verbal
8 points or 23 points
Casting Time: 1 second
Casting Roll: Innate Attack (Gaze) to aim.
Range: 50 yards
Duration: 1 minute

Use of the spell light conjures a light source about as bright as a torch for one minute. This source is insubstantial and can be placed anywhere the magic-user can see within 50 yards, where it will not move. (This does require aiming, and uses distance modifiers, but remember that outside of combat this is a fairly trivial task, and extreme accuracy may not be needed.) It can be cast on a wall, the ceiling, or even in midair. If cast on a small object, like a rock, or the head of a staff, the light can be carried around.

If cast on a creature (specifically at its eyes; -9 to hit), this is an attack, and allows a Dodge roll. On a miss, use the scatter rules (B414) as if it were an explosive attack to determine where the light appears. If successfully defended against, the light appears at the creature’s eye level one hex away from the target (usually behind it), but do not use the scatter rules, as this is not a physical object which can bounce around; the hit shows that the light appeared very close to, but not on the targeted creature.

In any case, the light generated is enough to bring the maximum darkness penalty down to -1 within one yard of the light, and -2 within two yards. Further away, add half the range penalty (B550), rounded up, to this -2—i.e., -3 out to five yards, -4 out to 10 yards, etc.—to a maximum of the area’s existing ambient illumination level.

Sudden illumination five levels above the normal ambient lighting level (so in anything from -6 to -10 within the full one yard radius of the light) will dazzle anyone adapted to the normal ambient light, friends and foes alike. This requires a HT roll (+5 for Protected Vision). Success by 0-2 ruins night vision if the light goes out (until re-adapted), failure causes an extra -4 to all Vision rolls for 1 minute/MoF, and a critical failure causes blindness for 1 second/MoF, before reverting to the normal dazzling result.

Creatures who normally live in the dark cannot adapt to this light (assuming they see visible light at all), and will be dazzled as long as they’re in light at least five levels above their normal ambient lighting. A person hit in the eyes with this spell rolls for dazzling as above, but if the ambient light level was above -5, a critical failure does not cause blindness. (It is assumed that this spell generates a relatively diffuse small sphere of light, instead of radiating from a blinding point source.)

The second level of this spell, continual light, is a separate spell with much the same mechanics. It is permanent, until negated with dispel magic or some form of darkness spell (note that the non-permanent spell darkness will only counter it until that spell gives out). Also, the light is brighter, being equivalent to daytime (-0 darkness penalty to two yards, then add 1/2 distance penalty), instead of a torch.

Create 1 (Visible Light; Accessibility, ~15W (1/1000 work), -45%; Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 1, +20%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [0.75×10] Continual Light reduces Accessibility to 1/100, -40%; and adds Extended Duration, Permanent, +150%. [2.3×10]

Paragraphs three and four come from Powers: Enhanced Senses page 13.

Note that if you want to emulate the cleric versions of these spells as Learned Prayers, strip out ‘Requires Gestures’, ‘Requires Magic Words’, remove Reduced Range, and replace the Magical power modifier with Divine. Base costs become 11 and 26, and so require Divine Favor 4 and 5 and a minimum reaction of Neutral, with an actual cost of 3 and 6 points. Range becomes 100 yards.

Magic Missile (VC)
Evocation, Somatic, Verbal
35 points
Casting Time: 1 second
Casting Roll: Innate Attack (Gaze) to aim.
Range: 50 yards
Duration: Instantaneous

Casting this spell creates a glowing missile that darts from the user’s fingertips to the chosen target. (Note that ‘aiming’ the magic missile is an act of will and concentration; the fingers need only be pointed in the general direction of the target.) This can strike any visible person within 50 yards, and there are no range penalties.

This missile does 1d (crushing) damage, ignoring all DR, Injury Tolerance, and active defenses. However, it always does its damage to the person/object as a whole, no called shots are allowed, no knockback, no crippling of limbs, etc. The subject just takes 1d damage, and the appropriate shock penalties.

Innate Attack: 1d (cr) (Cosmic (Irresistible Attack), +300%; Cosmic (No Active Defense Allowed), +300%; Increased 1/2D, x10, +15%, Long Range (LDM), +50%; No Hit Location, -10%; No Knockback, -10%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%) [7.0×5] Note: As written, there are range penalties past 200 yards; if a variant long-range version of this spell is developed, another level of Long Range may be desired.

Sleep (VC)
Enchantment/Charm, Somatic, Verbal, Resisted (HT)
48 points + 48 points/level
Casting Time: 1 second
Casting Roll: Will + Innate Attack (Gaze) to aim.
Range: 20 yards
Duration: Special

This spell attempts to put to sleep all creatures within an 8-yard radius of a place designated by the caster. After determining the location hit, a quick contest of the caster’s Will (plus Talent) is made versus HT. Make only one roll for all the victims. Determine what score would be needed to resist against the caster’s MoS with that roll, and everyone who has that or better stays awake. Everyone else falls asleep for a number of minutes equal to the margin of failure they’d have with that roll. Anyone with Luck may choose to use it, and a second roll is made which applies to everyone with Luck that is using it.

Example: Tim casts sleep with a Will of 14, and two levels of Sorcery Talent, and rolls an 11. That is a MoS of 5. The Resistance Roll is a 10. Anyone with a HT of 15 has a MoS of 5, and successfully resists. Those with HT 14 fall asleep for a minute, those with HT 13 for two minutes, etc.

Each additional level of the spell adds a -1 penalty to the victims’ HT.

Affliction 1 (HT; Sleep, +150%; Area Effect, 8 yards, +150%; Malediction 2, +150%; -10%; One Resist Roll, +0%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%) [4.75×10]


Hold portal is just Magelock (T:S23) with a different set of modifiers, and a much shorter duration. Light should have have been much the same as the spell on T:S19, but I was unhappy with its description, and ended up studying Powers: Enhanced Senses and the AD&D description, and with some math crunching, figured that a torch is about 15 Watts, which gave me a nice Accessibility (I pro-rated the odd 5%, as at that point Accessibility is -10% per 1/100 for several steps, so -5% per 1/10 is quite reasonable), and some real lighting mechanics to use. It’s crunchier, but is a lot more satisfying to me.

Note that charm monster is an all-or-nothing affair. Magic-Users who want to charm that kobold tribe will base their control off the high-Will chieftain. On the other hand, sleep has one pair of rolls, but it’s not all-or-nothing; high HT characters will still resist better, even if they don’t get to roll for themselves.