I’ve been off of this project for a while, but here’s another ten spells for my GURPS Dungeon Sorcery system. Most of these deal changing form, or related ideas, but I’ve also finally included write ups for Identify, and Dispel Magic, the last basic utility spells.

Alter Self (C)
Alteration, Somatic, Verbal
20 points + 5 points/level
Casting Time: 2 seconds
Casting Roll: None
Range: None
Duration: 3 minutes

Casting this spell allows the magic-user to alter his appearance. While he cannot imitate the appearance of a specific person, he can change his apparent height, weight, race, or species.

In all cases, his new appearance must roughly correspond with his own: He can only take on the appearance of a humanoid race (well, as humanoid as he is—a dragon magic-user would have to appear as something suitably draconic), and must keep the same Size Modifier, though he could appear shorter or taller within the bounds of that SM.

This acts as replacing the caster’s racial template with a new one, but at the base level of the spell, the new racial template can cost no more that the caster’s actual one. In many cases, the caster can cheat this by just taking the cosmetic 0-point Features of the template for his new form (e.g., a human magic-user could use alter self to turn into an elf with none of their advantages—but if all elves are beautiful, and he is not, he will make a fairly ugly elf, even though he has the pointed ears).

Each level of the spell allows the caster to take an extra 25 points of advantages in his new ‘racial template’. He can use this to ignore any racial mental disadvantages (which would raise the cost of the template), and to pick up physical advantages like gills or winged flight. He will never gain any magical advantages of the race, like innate spell-like abilities.

Morph (Cannot Imitate Specific Person, -10%; Cannot Memorize Forms, -50%; Extended Duration, x3, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Retains Shape, -20%; Sorcery, -15%; Takes Extra Time, x2, -10%) [0.2×100] Each level adds 25 points to the value of Morph.

Change Self (C)
Illusion, Somatic, Verbal
20 points
Casting Time: 1 second
Casting Roll: None
Range: None
Duration: 3 minutes

Casting this spell allows the magic-user to alter his appearance, including that of his equipment and clothing. While he cannot imitate the appearance of a specific person, he can change his apparent height, weight, race, or species.

In all cases, his new appearance must roughly correspond with his own: He can only take on the appearance of a humanoid race (well, as humanoid as he is—a dragon magic-user would have to appear as something suitably draconic), and must keep the same Size Modifier, though he could appear shorter or taller within the bounds of that SM.

This is an illusion, not reality, so the caster does not gain or lose any traits from this, and the illusion itself can be penetrated. It should pass casual inspection, but any close look will net a Will-5 resistance roll from the observer.

Morph (Cannot Imitate Specific Person, -10%; Cannot Memorize Forms, -50%; Cosmetic, -50%; Extended Duration, x3, +20%; Glamour, Will-5, -5%; Requires Gestures, -10%; Requires Magic Words, -10%; Retains Shape, -20%; Sorcery, -15%) [0.2×100]

Dispel Magic (C)
Abjuration, Somatic, Verbal, Area (Fixed), Resisted
73 points
Casting Time: 3 seconds
Casting Roll: Will
Range: 100 yards
Duration: Instantaneous

This spell attempts to negate every magical effect in a 4-yard radius of the point it goes off at. This is a transient effect, and will not prevent or interrupt the casting of spells. As such, it is impossible to dispel any ‘instantaneous’ spell effect (such as any attack spells). However, Buff spells, and ongoing afflictions will be subject to dispelling.

When cast, the magic-user makes a Will + Tallent roll, and notes the MoS (if the roll fails, then the dispel magic will have no effect). Every spell, or spell-like effect (anything with a form of the Magic power modifier) within the area, friendly or not, makes a Quick Contest of the originator’s Will + Talent vs the caster’s roll (any effect that originally came from the caster will ‘choose not to resist’ and will be automatically dispelled as long as the dispel magic worked at all).

Note that several spells are too powerful to be affected by this spell (they will be noted in the description), and anything with a Truly Permanent effect cannot be dispelled. This includes all magical items, which generally must be destroyed to disenchant.

Neutralize (Magic; Accessibility: Must Target Subject, -10%; Area Effect, 4 yards, +100%; Interruption: -50%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x2, -10%) [1.45×50]

Enlarge (VC)
Alteration, Somatic, Verbal, Buff
79 points + 6 points/level
Casting Time: 1 second
Casting Roll: Touch, or use Innate Attack (Gaze) to aim.
Range: 100 yards
Duration: 10 minutes

Casting this spell on a subject will cause it to grow, gaining size, mass and HP (and ST if a living creature). The object will gain +1 SM, and ST/HP equal to (sorry) 1.5SM+7 – 1.5SM+6, rounded down to a minimum of 1. (This is +5 ST/HP for a SM 0 creature.)

When cast on a person, carried items up to the limit of his light encumbrance level will grow with him. If not otherwise specified before hand, assume the clothes and armor will enlarge first, then held items, then items in belts and bandoleers, and then finally backpacks and their contents (if they can enlarge as a unit). Triple duration for each extra level of the spell. The cost of the spell assumes that the spell can only affect a SM 0 or smaller subject. Larger spellcasters will probably learn a version appropriate for their size (and smaller ones may do the same).

This spell is usually paired in spellbooks with its reverse, reduce.

Affliction 1 (HT; Advantage: Growth 1 (Can Carry Objects, Light, +20%;), +120%; Extended Duration, x3, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Magic, -10%; Link, +10%; Requires Gestures, -10%; Requires Magic Words, -10%) [2.35×10] + Affliction 1 (HT; Advantage: ST 5 (SM 1, -10%)*, +450%; Extended Duration, x3, +20%; Fixed Duration, +0%; Link, +10%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%) [5.45×10] *ST 5 is appropriate for +1 SM to a human-sized creature, which is the assumed ‘usual’ use. GMs may want to re-price the spell for the normal SM of the caster (especially when larger than SM 0).

Identify (VC)
Divination, Somatic, Information
10 points
Casting Time: 15 seconds
Casting Roll: IQ + Talent
Range: Touch
Duration: Instantaneous

Casting this spell allows the general function of one magic item to be determined over the course of a quarter minute. The caster must handle the object during this time, noting all the physical details of the object while probing its non-physical ones. Note that this can easily expose the caster to the effects of a cursed item.

The GM should roll against the caster’s IQ + Talent to determine the results of the identify. Any function similar to another item that the caster is familiar with will be obvious with any successful roll. Past that, one previously unknown function will be discovered if there were no familiar ones, and one more will be discovered for every two points that the roll was made by.

However, determining how to operate the item is a little more difficult. Assuming the item requires a special word or other action to work, and this is not written on the item, one command word will be discovered on a successful roll, and an extra one for every two that the roll was made by. (So, if there were no obvious functions, discovery of commands is equal to the number of functions discovered.) If command words were written on the item, then one word can be matched with the appropriate function per extra one MoS, assuming enough functions are discovered to match them to.

Detect (Magic; Analyzing, +100%; Limited Use 1 (Fast Reload), -20%; Melee Attack, C, 1, -20%; Requires Gestures, -10%; Sorcery, -15%; Takes Extra Time, x16, -30%) [0.95×10] Note: Limited Use represents that the spell only works on one object. You ‘reload’ the Limited Use by re-casting the spell. Takes Extra Time has been rounded off to a quarter minute.

Massmorph (SC)
Alteration, Somatic, Verbal, Buff
65 points
Casting Time: 4 seconds
Casting Roll: Innate Attack (Gaze) to aim.
Range: 100 yards
Duration: Permanent

This spell can only be cast on willing creatures (i.e., if they do not ‘choose not to resist’, it will fail), who (with all their clothing and carried gear up to Heavy Encumbrance) will take on the semblance of a group of trees during the casting. This group must be in range, and within an 8-yard radius of the center of the spell. The massmorphed subjects are still aware of their surroundings, and will need to sleep, but will not need to eat or drink (well, any more than a normal tree does—casting this in the middle of a desert is not advised), but will be unable to move or speak or otherwise act.

These ‘trees’ will appear normal, and the resulting grove or orchard can be interacted with in any normal way—they can be examined, walked between, burned, etc.—except that when cut, they will bleed normal blood instead of running with sap. The transformation into trees is under the control of the magic-user, and the spell will only end when he commands it to (and this is all or nothing, he cannot cancel the massmorph for one person and not another), or it is dispelled (note that dispel magic has a smaller area, and will only dispel on those persons/trees within its radius), or the caster is killed.

Affliction (HT; Advantage: Alternate Form (Absorptive Change (Heavy), +20%; Reduced Time, 1/2, +20%; Once On, Stays On, +50%; Reciprocal Rest, +30%), +330%; Area Effect, 8-yards, +150%; Extended Duration, Permanent, +150%; Limited Use 1 (Fast Reload), -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x4, -20%). [6.45×10] Alternate Form Template: Doesn’t Breathe (Carbon Dioxide Absorption, -25%) [15]; Doesn’t Eat or Drink [10]; Injury Tolerance (Homogeneous, No Eyes, No Head, No Neck) [47]; Mute [-25]; No Legs (Sessile) [-50]; No Manipulators [-30]; Vulnerability (Fire, x2) [-30] = -53 points

Ray of Enfeeblement (C)
Enchantment, Somatic, Verbal, Resisted (HT)
19 points/level
Casting Time: 2 seconds
Casting Roll: Innate Attack (Gaze) to hit.
Range: 20 yards
Duration: 20 seconds

A hit with this spell causes a Quick Contest of caster’s Will + Talent vs the target’s HT. If the target loses this Quick Contest, he loses 5 ST for 20 seconds. This of course, causes the normal adjustments in damage, encumbrance, weapon usage, etc.

Affliction 1 (HT; -5 ST, +25%; Fixed Duration, +0%; Malediction 2, +150%; Reduced Duration, 1/10, -20%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x2, -10%) [1.9×10]

Reduce (VC)
Alteration, Somatic, Verbal, Buff/Resisted
18 points
Casting Time: 1 second
Casting Roll: Touch, or use Innate Attack (Gaze) to aim.
Range: 100 yards
Duration: 10 minutes

Casting this spell on a subject will cause it to shrink, losing, size, mass, Move, and ST/HP. The object’s Size Modifier will be reduced by 1; height, ST, HP, and DR are reduced to 2/3 their normal values; mass is reduced to 1/3 of normal.

When cast on a person, carried items up to the limit of his light encumbrance level will shrink with him. If not otherwise specified before hand, assume the clothes and armor will reduce first, then held items, then items in belts and bandoleers, and then finally backpacks and their contents (if they can reduce as a unit).

This spell is usually paired in spellbooks with its reverse, enlarge.

Affliction 1 (HT; Advantage: Shrinking 1 (Can Carry Objects, Light, +20%), +60%; Extended Duration, x10, +40%; Increased 1/2D, 10x, +15%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%) [1.8×10]

Strength (C)
Alteration, Somatic, Verbal, Buff
37 points
Casting Time: 5 seconds
Casting Roll: none
Range: Touch
Duration: 5 hours

The caster must concentrate while touching the subject of this spell (which could be himself) for five seconds, at the end of this time the subject will gain +4 ST for the next five hours. There are no limitations on this increased ST score, other than the fact that is magical, and therefore subject to detection, dispelling, etc.

Affliction 1 (HT; Advantage: +4 ST, +40%; Extended Duration, x300, +100%; Fixed Duration, +0%; Melee Attack, C, 1, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x4, -20%) [3.65×10]

Water Breathing (C)
Alteration, Somatic, Verbal, Buff
27 points
Casting Time: 3 seconds
Casting Roll: None
Range: Touch
Duration: 15 hours

The recipients of this spell will be able to breathe normally in any sort of normal water. This does not restrict their ability to breathe air in any way, and they will be able to move from one medium to the other freely. This doesn’t confer any other abilities, like talking underwater, or skill in swimming, fighting underwater, etc.

Up to four people can be targeted by the spell by touching them during the three seconds of casting the spell (normally, the caster will only be able to touch one person per second, but he can include himself for free). Normally, this is free, but if attempting to cast this spell in the middle of combat, or other situation where the GM rules that the caster must roll to actually touch the recipients, there is an extra -2 penalty to ‘touch’ each person after the first. Once the spell is cast, divide the 15 hour duration equally between each recipient of the spell.

Naturally, the spellbooks of water-breathing creatures contain a similar spell, air breathing, which works exactly the same, except for letting them breathe normal air.

Affliction 1 (HT; Advantage: Doesn’t Breathe (Gills, -50%), +100%; Chaining, 4; +35%; Extended Duration, x300, +100%; Fixed Duration, +0%; Melee Attack, C, 1, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x2, -10%) [2.7×10] Note: Chaining is based off of Rapid Fire, but is halved here because of the reduced effect on each person.


I avoided posting Enlarge for quite a while, as I’m not happy with the knots that GURPS‘s Growth advantage tied it in. I also sat on Identify for a while, simply since it took me a bit to figure out the mechanics of it.

Massmorph was surprisingly easy to write up, though I have fudged a couple things (technically, the transformation should take an extra second than the casting of the spell, but I kept with 4-second cast time for both). The original doesn’t say anything about people turning back if the caster dies, but it’s in-genre enough, and it can be abused well past the original ‘I’m going to disguise this company of soldiers as trees’ concept as it is.

Water Breathing had the fun challenge that its duration is split between all the recipients, which was too good to leave out here.