Spells by College

This page lists spells for the standard GURPS magic system.

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* Spell Name (//**Full Book Title**//, p. 00), //Prerequisites://

* Very Hard spell

Air

  • Air Jet (GURPS Magic, p. 24), Prerequisite: Shape Air
  • Air Vision (GURPS Magic, p. 24), Prerequisite: Shape Air
  • Air Vortex (GURPS Magic, p. 26), Prerequisite: Magery 2, Body of Air, and Windstorm
  • Atmosphere Dome (GURPS Magic, p. 169), Prerequisites: Purify Air and Weather Dome
  • Ball of Lightning (GURPS Magic, p. 197), Prerequisites: Apportation and Lightning
  • Body of Air (GURPS Magic, p. 24), Prerequisite: Shape Air
  • Body of Lightning* (GURPS Magic, p. 198), Prerequisites: Magery 2 and Lightning
  • Body of Wind (GURPS Magic, p. 27), Prerequisites: Magery 3, Body of Air-16+, Windstorm-16+ and 1 spell from each of 5 different colleges besides Air
  • Breath Adaption (GURPS Underground Adventures, p. 22), Prerequisites: Resist Poison and Shape Air
  • Breathe Air (GURPS Magic, p. 26), Prerequisites: Create Water and Destroy Air
  • Breathe Water (GURPS Basic Set, p. 250; GURPS Magic, p. 189), Prerequisites: Create Air and Destroy Water
  • Chain Lightning* (GURPS Magic: Artillery Spells, p. 29), Prerequisites: Magery 4, Ball of Lightning, and Resist Lightning
  • Cloud of Doom* (GURPS Magic: Artillery Spells, p. 9), Prerequisites: Magery 4 and at least 10 Air spells, including Devitalize Air and Stench
  • Clouds (GURPS Magic, p. 194), Prerequisites: 2 Water spells and 2 Air spells
  • Concussion (GURPS Magic, p. 26), Prerequisites: Shape Air and Thunderclap
  • Cool (GURPS Magic, p. 195), Prerequisites: Cold and 4 Air spells
  • Control Air Elemental (GURPS Magic, p. 28), Prerequisites: Summon Air Elemental
  • Create Air (GURPS Basic Set, p. 243; GURPS Magic, p. 23), Prerequisite: Purify Air
  • Create Air Elemental (GURPS Magic, p. 22), Prerequisites: Magery 2 and Control Air Elemental
  • Destroy Air (GURPS Magic, p. 43), Prerequisites: Purify Air
  • Devitalize Air (GURPS Magic, p. 25), Prerequisite: Destroy Air
  • Earth to Air (GURPS Basic Set, p. 243; GURPS Magic, p. 25), Prerequisites: Create Air and Shape Earth
  • Embolism* (GURPS Magic: Death Spells, p. 9), Prerequisites: Magery 3, Body of Air, and Essential Air
  • Essential Air (GURPS Magic, p. 26), Prerequisites: 6 Air Spells
  • Explosive Lightning (GURPS Magic, p. 196), Prerequisites: Lightning
  • Falling Sky* (GURPS Magic: Artillery Spells, p. 9), Prerequisites: Magery 4 and at least eight Air spells, including Concussion and Destory Air
  • Improved Concussion* (GURPS Magic: Artillery Spells, p. 25), Prerequisites: Magery 4 and at least seven Sound spells, including Concussion and Great Voice
  • Improved Explosive Lightning* (GURPS Magic: Artillery Spells, p. 29), Prerequisites: Magery 4 and at least 10 Air spells or 10 Weather spells, including Explosive Lightning
  • Lightning (GURPS Basic Set, p. 244; GURPS Magic, p. 196), Prerequisites: Magery 1 and 6 other Air spells
  • Lightning Armor (GURPS Magic, p. 198), Prerequisites: 6 Lightning spells including Resist Lightning
  • Lightning Missiles (GURPS Magic, p. 198), Prerequisite: Lightning Weapon
  • Lightning Weapon (GURPS Magic, p. 198), Prerequisites: Magery 2 and Lightning
  • Lightning Whip (GURPS Magic, p. 196), Prerequisites: Lightning
  • Mass Resist Lightning (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magical Styles: Dungeon Magic, p. 13), Prerequisites: IQ 13+, Secret Spell (Mass Resist Lightning), and Resist Lightning
  • Monitor Air (GURPS Underground Adventures, p. 22), Prerequisites: Magery 1 and Test Air
  • No-Smell (GURPS Basic Set, p. 243; GURPS Magic, p. 24), Prerequisite: Purify Air
  • Odor (GURPS Magic, p. 24), Prerequisite: No-Smell
  • Phlogiston Arc (Pyramid 3/25: Epic Magic, p. 15), Prerequisites: Magery 4, Essential Air, and Lightning Whip
  • Phlogiston Detonation (Pyramid 3/25: Epic Magic, p. 15), Prerequisites: Magery 4, Essential Air, and Explosive Lightning
  • Phlogiston Discharge (Pyramid 3/25: Epic Magic, p. 15), Prerequisites: Magery 4, Essential Air, and Lightning
  • Phlogiston Sphere (Pyramid 3/25: Epic Magic, p. 16), Prerequisites: Magery 4, Essential Air, and Ball of Lightning
  • Phlogiston Stare (Pyramid 3/25: Epic Magic, p. 16), Prerequisites: Magery 4, Essential Air, and Lightning Stare
  • Phlogiston Touch (Pyramid 3/25: Epic Magic, p. 16), Prerequisites: Magery 4, Essential Air, and Shocking Touch
  • Predict Weather (GURPS Basic Set, p. 243; GURPS Magic, p. 193), Prerequisites: 4 Air spells
  • Purify Air (GURPS Basic Set, p. 243; GURPS Magic, p. 23), Prerequisites: None
  • Rain (GURPS Magic, p. 195; GURPS Fantasy, p. 168), Prerequisite: Clouds
  • Resist Lightning (GURPS Magic, p. 196), Prerequisite: 6 Air Spells
  • Safe Boarding (Pyramid 3/64: Pirates and Swashbucklers, p. 14), Prerequisites: Secret Spell (Safe Boarding) and 8 Second-Level spells
  • Sandstorm (GURPS Magic, p. 27), Prerequisites: Windstorm and Create Earth
  • Seek Air (GURPS Magic, p. 23), Prerequisites: None
  • Shape Air (GURPS Basic Set, p. 243; GURPS Magic, p. 24), Prerequisite: Create Air
  • Shocking Touch (GURPS Magic, p. 196), Prerequisites: Lightning
  • Snow (GURPS Magic, p. 193), Prerequisite: Clouds and Frost
  • Spark Cloud (GURPS Magic, p. 196), Prerequisites: Shape Air and Lightning
  • Spark Storm (GURPS Magic, p. 196), Prerequisites: Windstorm and Lightning
  • Steal Breath* (GURPS Magic: Death Spells, p. 9), Prerequisites: Magery 3 and any 7 Air spells, including Devitalize Air
  • Stench (GURPS Basic Set, p. 244; GURPS Magic, p. 23), Prerequisite: Purify Air
  • Storm (GURPS Magic, p. 195), Prerequisites: Rain and Hail
  • Stroke of Lightning (GURPS Magic Styles: Dungeon Magic, p. 19), Prerequisites: Any three of Ball of Lightning, Flaming Armor, Rain of Acid, Breathe Fire, Flaming Missiles, Rain of Fire, Breathe Steam, Flaming Weapon Rive, Burning Touch, Lightning Armor, Shocking Touch, Continual Sunlight, Lightning Missiles, Spark Cloud, Explosive Fireball, Lightning Stare, Spark Storm, Explosive Lightning, Lightning Weapon, Spit Acid, Fire Cloud, Lightning Whip, Wall of Lightning and Secret Spell (Stroke of Lightning)
  • Summon Air Elemental (GURPS Magic, p. 27), Prerequisites: Magery 1 and either 8 Air spells or 4 Air spells and another Summon Elemental spell
  • Test Air (GURPS Underground Adventures, p. 22), Prerequisites: None
  • Twisting Terror* (GURPS Magic: Artillery Spells, p. 10), Prerequisites: Magery 4 and at least 10 Air spells, including Windstorm
  • Walk on Air (GURPS Basic Set, p. 243; GURPS Magic, p. 25), Prerequisite: Shape Air
  • Wall of Lightning (GURPS Magic, p. 197), Prerequisites: Lightning
  • Wall of Wind (GURPS Magic, p. 25), Prerequisite: Shape Air
  • Warm (GURPS Magic, p. 195), Prerequisites: Heat and 4 Air spells
  • Wind (GURPS Magic, p. 193), Prerequisite: Windstorm
  • Windstorm (GURPS Magic, p. 25), Prerequisite: Shape Air

Animal

  • Abominable Alteration* (GURPS Magic: Death Spells, p. 9), Prerequisites: Magery 3, Alter Body, and Shapeshift Others for the appropriate animal
  • (Animal) Control (GURPS Magic, p. 30), Prerequisite: Beast-Soother
    • Bird Control (GURPS Magic, p. 30), Prerequisite: Beast-Soother
    • Fish Control (GURPS Magic, p. 30), Prerequisite: Beast-Soother
    • Mammal Control (GURPS Magic, p. 30), Prerequisite: Beast-Soother
    • Reptile Control (GURPS Magic, p. 30), Prerequisite: Beast-Soother
    • Vermin Control (GURPS Magic, p. 30), Prerequisite: Beast-Soother
  • Beast Link (GURPS Magic, p. 30), Prerequisite: Beast Summoning
  • Beast Possession (GURPS Magic, p. 32), Prerequisites: Rider Within or Possession
  • Beast-Rouser (GURPS Magic, p. 30), Prerequisites: Vexation or Animal Empathy
  • Beast-Soother (GURPS Magi, p. 29), Prerequisites: Persuasion or Animal Empathy
  • Beast Seeker (GURPS Magic, p. 32), Prerequisites: either Beast Summoning and 2 Seek spells, or Seeker
  • Beast Speech (GURPS Magic, p. 31), Prerequisite: Beast Summoning
  • Beast Summoning (GURPS Magic, p. 30), Prerequisite: Beast-Soother
  • Creeping Plague* (GURPS Magic: Artillery Spells, p. 10), Prerequisites: Magery 5, Beast-Summoning, and Vermin Control — or Magery 4 and Create Animal
  • Great Shapeshift* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, 4 Shapeshifting spells, and 10 other spells
  • Hybrid Control* (GURPS Magic, p. 30), Prerequisites: 2 (Animal) Control spells
  • Master (GURPS Magic, p. 30), Prerequisite: Beast-Soother
  • Partial Shapeshifting* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and appropriate Shapeshifting
    • Chameleon Eyes* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Chameleon)
    • Crocodile Jaws* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Crocodile)
    • Elephant Trunk* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Elephant)
    • Feathered Arms* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Giant Eagle)
    • Fish Tail* (GURPS Magic, p. 34, Prerequisites: Magery 3, Alter Body, and Shapeshifting (Fish)
    • Mountain Goat Hooves* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Mountain Goat)
    • Saber Teeth* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Saber-Tooth Tiger)
    • Scorpion Tail* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Scorpion)
    • Serpent's Fangs* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Viper)
    • Skunk Tail* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Skunk)
    • Spider Arms* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Giant Spider)
    • Tiger Paws* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Tiger)
    • Toad Tongue* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Toad)
    • Turtle Shell* (GURPS Magic, p. 34), Prerequisites: Magery 3, Alter Body, and Shapeshifting (Turtle)
  • Permanent Beast Possession* (GURPS Magic, p. 32), Prerequisites: Magery 2 and Beast Possession
  • Permanent Shapeshifting* (GURPS Magic, p. 33), Prerequisites: Magery 3 and appropriate Shapeshifting
    • Permanent Shapeshifting* (Anaconda) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 6), Prerequisites: Magery 3 and Shapeshifting (Anaconda)
    • Permanent Shapeshifting* (Bear) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 6), Prerequisites: Magery 3 and Shapeshifting (Bear)
    • Permanent Shapeshifting* (Boar) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 6), Prerequisites: Magery 3 and Shapeshifting (Boar)
    • Permanent Shapeshifting* (Cheetah) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 3 and Shapeshifting (Cheetah)
    • Permanent Shapeshifting* (Giant Eagle) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 7), Prerequisites: Magery 3 and Shapeshifting (Giant Eagle)
    • Permanent Shapeshifting* (Gorilla) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 7), Prerequisites: Magery 3 and Shapeshifting (Gorilla)
    • Permanent Shapeshifting* (Hound) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 3 and Shapeshifting (Hound)
    • Permanent Shapeshifting* (Insect Swarm) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 9), Prerequisites: Magery 3 and Shapeshifting (Insect Swarm)
    • Permanent Shapeshifting* (Kangaroo) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 9), Prerequisites: Magery 3 and Shapeshifting (Kangaroo)
    • Permanent Shapeshifting* (Kraken) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 10), Prerequisites: Magery 3 and Shapeshifting (Kraken)
    • Permanent Shapeshifting* (Lion) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 3 and Shapeshifting (Lion)
    • Permanent Shapeshifting* (Panther) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 7), Prerequisites: Magery 3 and Shapeshifting (Panther)
    • Permanent Shapeshifting* (Shark) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 10), Prerequisites: Magery 3 and Shapeshifting (Shark)
    • Permanent Shapeshifting* (Skunk) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 11), Prerequisites: Magery 3 and Shapeshifting (Skunk)
    • Permanent Shapeshifting* (Stallion) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 11), Prerequisites: Magery 3 and Shapeshifting (Stallion)
    • Permanent Shapeshifting* (Tiger) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 3 and Shapeshifting (Tiger)
    • Permanent Shapeshifting* (Timber Wolf) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 9), Prerequisites: Magery 3 and Shapeshifting (Timber Wolf)
    • Permanent Shapeshifting* (Wolverine) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 11), Prerequisites: Magery 3 and Shapeshifting (Wolverine)
  • Protect Animal (GURPS Magic, p. 32), Prerequisites: Armor, Watchdog, and Animal spells
  • Repel (Animal) (GURPS Magic, p. 31), Prerequisite: the appropriate (Animal) Control
    • Repel Bird (GURPS Magic, p. 31, Prerequisite: Bird Control
    • Repel Fish (GURPS Magic, p. 31), Prerequisite: Fish Control
    • Repel Mammal (GURPS Magic, p. 31), Prerequisite: Mammal Control
    • Repel Reptile (GURPS Magic, p. 31), Prerequisite: Reptile Control
    • Repel Vermin (GURPS Magic, p. 31), Prerequisite: Vermin Control
  • Repel Hybrids* (GURPS Magic, p. 31), Prerequisite: Hybrid Control
  • Rider (GURPS Magic, p. 31, Prerequisite: (Animal) Control
  • Rider Within (GURPS Magic, p. 31), Prerequisites: 2 (Animal) Control spells
  • Shapeshift Others* (GURPS Magic, p. 33), Prerequisites: Magery 2 and appropriate Shapeshifting
    • Shapeshift Others* (Anaconda) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 6), Prerequisites: Magery 2 and Shapeshifting (Anaconda)
    • Shapeshift Others* (Bear) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 6), Prerequisites: Magery 2 and Shapeshifting (Bear)
    • Shapeshift Others* (Boar) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 6), Prerequisites: Magery 2 and Shapeshifting (Boar)
    • Shapeshift Others* (Cheetah) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 2 and Shapeshifting (Cheetah)
    • Shapeshift Others* (Giant Eagle) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 7), Prerequisites: Magery 2 and Shapeshifting (Giant Eagle)
    • Shapeshift Others* (Gorilla) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 7), Prerequisites: Magery 2 and Shapeshifting (Gorilla)
    • Shapeshift Others* (Hound) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 2 and Shapeshifting (Hound)
    • Shapeshift Others* (Insect Swarm) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 9), Prerequisites: Magery 2 and Shapeshifting (Insect Swarm)
    • Shapeshift Others* (Kangaroo) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 9), Prerequisites: Magery 2 and Shapeshifting (Kangaroo)
    • Shapeshift Others* (Kraken) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 10), Prerequisites: Magery 2 and Shapeshifting (Kraken)
    • Shapeshift Others* (Lion) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 2 and Shapeshifting (Lion)
    • Shapeshift Others* (Panther) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 7), Prerequisites: Magery 2 and Shapeshifting (Panther)
    • Shapeshift Others* (Shark) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 10), Prerequisites: Magery 2 and Shapeshifting (Shark)
    • Shapeshift Others* (Skunk) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 11), Prerequisites: Magery 2 and Shapeshifting (Skunk)
    • Shapeshift Others* (Stallion) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 11), Prerequisites: Magery 2 and Shapeshifting (Stallion)
    • Shapeshift Others* (Tiger) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 2 and Shapeshifting (Tiger)
    • Shapeshift Others* (Timber Wolf) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 9), Prerequisites: Magery 2 and Shapeshifting (Timber Wolf)
    • Shapeshift Others* (Wolverine) (GURPS Magic, p. 33; GURPS Dungeon Fantasy 5: Allies, p. 11), Prerequisites: Magery 2 and Shapeshifting (Wolverine)
  • Shapeshifting* (GURPS Magic, p. 32), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Anaconda) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 6), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Bear) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 6), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Boar) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 6), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Cheetah) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Giant Eagle) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 7), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Gorilla) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 7), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Hound) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Insect Swarm) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 9), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Kangaroo) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 9), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Kraken) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 10), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Lion) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Panther) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 7), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Shark) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 10), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Skunk) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 11), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Stallion) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 11), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Tiger) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 8), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Timber Wolf) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 9), Prerequisites: Magery 1 and 2 other spells
    • Shapeshifting* (Wolverine) (GURPS Magic, p. 32; GURPS Dungeon Fantasy 5: Allies, p. 11), Prerequisites: Magery 1 and 2 other spells
  • Spider Silk (GURPS Magic, p. 32), Prerequisites: Magery 1 and 2 Animal spells
  • Thousand-Legged Demise* (GURPS Magic: Death Spells, p. 10), Prerequisites: Magery 3, Vermin Control, and any one Shapeshift Others spell

Body Control

  • Accelerate Pregnancy (GURPS Bio-Tech, p. 30), Prerequisites: Ease Labor and Haste
  • Agonize (GURPS Magic, p. 40), Prerequisites: Magery 2 and Sensitize
  • Alter Body (GURPS Magic, p. 41), Prerequisite: Alter Visage
  • Alter Visage (GURPS Magic, p. 41), Prerequisite: Shapeshifting or Perfect Illusion, and 8 Body Control spells
  • Alter Voice (GURPS Magic, p. 41), Prerequisite: 4 Body Control spells and 4 Sound spells
  • Ambidexterity (GURPS Magic, p. 39), Prerequisite: Grace
  • Balance (GURPS Magic, p. 39), Prerequisite: Grace
  • Boost Dexterity (GURPS Magic, p. 37), Prerequisite: Grace
  • Boost Health (GURPS Magic, p. 37), Prerequisite: Vigor
  • Boost Strength (GURPS Magic, p. 37), Prerequisite: Might
  • Breath Adaption (GURPS Underground Adventures, p. 22), Prerequisites: Resist Poison and Shape Air
  • Cadence (GURPS Magic, p. 39), Prerequisites: Grace and Haste
  • Choke (GURPS Magic, p. 40), Prerequisites: Magery 1 and 5 Body Control spells including Spasm
  • Climbing (GURPS Magic, p. 35), Prerequisites: None
  • Clumsiness (GURPS Basic Set, p. 244; GURPS Magic, p. 36), Prerequisite: Spasm
  • Control Limb (GURPS Magic, p. 40), Prerequisites: Magery 1 and 5 Body Control spells including Spasm
  • Corpulence* (GURPS Magic, p. 43), Prerequisites: Magery 2, Create Earth, Create Water, Alter Body, and 3 other Body Control spells
  • Death* (GURPS Magic: Death Spells, p. 10 and GURPS Magic Styles: Dungeon Magic, p. 15), Prerequisites: Magery 3, Choke, and Deathtouch (Magery 3, and Choke as well as any five of Entombment, Rotting Death, Curse Evisceration, Steal Beauty, Deathtouch, Frostbite, Steal Skill, Dehydrate, Pestilence, or Stop Healing and Secret Spell (Death) according to GURPS Magic Styles: Dungeon Magic)
  • Death Field* (GURPS Magic: Artillery Spells, p. 11), Prerequisites: Magery 4 and at least 10 Body Control spells, including Deathtouch
  • Deathtouch (GURPS Basic Set, p. 245; GURPS Magic, p. 41), Prerequisite: Wither Limb
  • Debility (GURPS Magic, p. 36), Prerequisites: None
  • Decapitation (GURPS Magic, p. 42), Prerequisites: Magery 2 and Alter Body
  • Despoil Seed (GURPS Alphabet Arcane, p. 17), Prerequisites: Magery 1, Alter Body, and Strike Barren
  • Doomtouch* (GURPS Magic: Death Spells, p. 11), Prerequisites: Magery 3, Deathtouch, and Weaken Blood
  • Ease Labor (GURPS Bio-Tech, p. 31), Prerequisite: Lend Vitality
  • Elvish Grace* (Pyramid 3/76: Dungeon Fantasy IV, p. 14), Prerequisites: Clumsiness and Secret Spell (Elvish Grace)
  • Enlarge* (GURPS Magic, p. 42; Pyramid 3/60: Dungeon Fantasy III, p. 5), Prerequisites: Magery 2 and Alter Body
  • Enlarge Other* (GURPS Magic, p. 43; Pyramid 3/60: Dungeon Fantasy III, p. 5), Prerequisites: Magery 3 and Enlarge
  • Frailty (GURPS Magic, p. 37), Prerequisite: Lend Energy
  • Fumble (GURPS Magic, p. 38), Prerequisite: Clumsiness
  • Gauntness* (GURPS Magic, p. 43), Prerequisites: Magery 2, Earth to Air, Destroy Water, Hunger, and 3 other Body Control spells
  • Grace (GURPS Magic, p. 37), Prerequisite: Clumsiness
  • Hair Growth (GURPS Magic, p. 39), Prerequisites: 5 Body Control spells
  • Haircut (GURPS Magic, p. 39), Prerequisite: Hair Growth
  • Hinder (GURPS Basic Set, p. 244; GURPS Magic, p. 36), Prerequisites: Clumsiness or Haste
  • Hold Breath (GURPS Magic, p. 39), Prerequisites: Magery 1 and Vigor
  • Hunger (GURPS Magic, p. 38), Prerequisites: Magery 1, Debility, and Decay
  • Imp Face (GURPS Alphabet Arcane, p. 17), Prerequisites: Magery 1, Planar Summons, and Alter Visage
  • Itch (GURPS Basic Set, p. 244; GURPS Magic, p. 35), Prerequisites: None
  • Lengthen Limb (GURPS Magic, p. 42), Prerequisites: Magery 3 and Shapeshifting
  • Ley Running (GURPS Thaumatology: Urban Magics, p. 19), Prerequisites: Seek Ley Line and Haste
  • Mark of Thieves (GURPS Alphabet Arcane, p. 17), Prerequisites: Magery 1, Pestilence
  • Might (GURPS Magic, p. 37), Prerequisite: Lend Energy
  • Mouth-Goes-Away (GURPS Alphabet Arcane, p. 17), Prerequisites: Magery 1, Alter Visage, and four Body Control spells
  • Nauseate (GURPS Magic, p. 38), Prerequisites: Perfume and 1 other Body Control spell
  • Pain (GURPS Basic Set, p. 244; GURPS Magic, p. 36), Prerequisite: Spasm
  • Paralyze Limb (GURPS Basic Set, p. 244; GURPS Magic, p. 40), Prerequisites: Magery 1, Pain, and 4 other Body Control spells
  • Perfume (GURPS Magic, p. 35), Prerequisite: Odor
  • Plague Touch* (GURPS Magic: Artillery Spells, p. 11), Prerequisites: Magery 4, Deathtouch, Pestilence, and Sense Foes
  • Reflexes (GURPS Magic, p. 39), Prerequisites: Grace and Haste
  • Remove Fetus (GURPS Bio-Tech, p. 32), Prerequisites: Ease Labor and either Minor Healing or Apportation
  • Resist Pain (GURPS Magic, p. 38), Prerequisites: Magery 2 and Pain
  • Retch (GURPS Magic, p. 38), Prerequisites: Nauseate and Spasm
  • Rooted Feet (GURPS Basic Set, p. 244; GURPS Magic, p. 36), Prerequisite: Hinder
  • Roundabout (GURPS Magic, p. 36), Prerequisite: Tanglefoot
  • Sensitize (GURPS Magic, p. 39), Prerequisites: Magery 1 and Stun
  • Shrink* (GURPS Magic, p. 42), Prerequisites: Magery 2 and Alter Body
  • Shrink Other* (GURPS Magic, p. 42), Prerequisites: Magery 3 and Shrink
  • Sickness (GURPS Magic, p. 138), Prerequisites: Drunkenness or Pestilence
  • Spasm (GURPS Basic Set, p. 244; GURPS Magic, p. 35), Prerequisite: Itch
  • Stop Spasm (GURPS Magic, p. 35), Prerequisites: Spasm or Lend Vitality
  • Strike Barren (GURPS Magic, p. 41), Prerequisites: Magery 1, Steal Vitality, and Decay
  • Strike Blind (GURPS Magic, p. 38), Prerequisites: Spasm and 2 Light and Darkness spells
  • Strike Deaf (GURPS Magic, p. 38), Prerequisites: Spasm and 2 Sound spells
  • Strike Dumb (GURPS Magic, p. 38), Prerequisite: Spasm
  • Strike Numb (GURPS Magic, p. 40), Prerequisite: Resist Pain
  • Stun (GURPS Magic, p. 37), Prerequisite: Pain
  • Tanglefoot (GURPS Magic, p. 36), Prerequisite: Clumsiness
  • Thirst (GURPS Magic, p. 38), Prerequisites: Magery 1, Debility, and Destroy Water
  • Tickle (GURPS Magic, p. 36), Prerequisite: Spasm
  • Total Paralysis (GURPS Magic, p. 40), Prerequisite: Paralyze Limb
  • Touch (GURPS Magic, p. 35), Prerequisites: None
  • Transfer Pregnancy (GURPS Bio-Tech, p. 32), Prerequisites: Magery 2 and Remove Fetus
  • Transform Body (GURPS Magic, p. 43), Prerequisites: Alter Body and 3 Shapeshifting spells
  • Transform Other (GURPS Magic, p. 43), Prerequisites: Shapeshift Others and appropriate Transform Body
  • Transmogrification (GURPS Magic, p. 43), Prerequisites: Magery 3, Transform Other, Transform Object, and Flesh to Stone.
  • Vigor (GURPS Magic, p. 37), Prerequisites: Lend Vitality or Frailty
  • Warp Fetus (GURPS Bio-Tech, p. 33), Prerequisites: Strike Barren or Wither Limb
  • Weaken Blood (GURPS Magic, p. 40), Prerequisites: Sickness or Steal Vitality
  • Wither Limb (GURPS Basic Set, p. 244; GURPS Magic, p. 40), Prerequisites: Magery 2 and Paralyze Limb

Communication and Empathy

  • Absorb Book (Pyramid 3/48: Secret Magic, p. 20), Prerequisite: IQ 13+ or Gift of Letters
  • Accursed Triangle* (GURPS Magic: Death Spells, p. 11), Prerequisites: Magery 3 and Exchange Bodies
  • Bedtime Reading (Pyramid 3/48: Secret Magic, p. 20), Prerequisite: Dream Viewing or Sleep
  • Borrow Language (GURPS Magic, p. 46), Prerequisite: Lend Language
  • Borrow Skill (GURPS Magic, p. 47), Prerequisite: Lend Skill
  • Communication* (GURPS Magic, p. 48), Prerequisite: Wizard Eye, Far-Hearing, Voices, and Simple Illusion
  • Compel Lie (GURPS Magic, p. 137), Prerequisite: Emotion Control
  • Compel Truth (GURPS Magic, p. 47), Prerequisite: Magery 2 and Truthsayer
  • Compel Written Truth (Pyramid 3/48: Secret Magic, p. 21), Prerequisites: Magery 2 and Truthsayer
  • Control Person (GURPS Magic, p. 49), Prerequisite: Soul Rider or Telepathy
  • Dispel Possession (GURPS Magic, p. 49), Prerequisite: Soul Rider or Possession
  • Dream Projection (GURPS Magic, p. 46), Prerequisite: Dream Sending
  • Dream Sending (GURPS Magic, p. 45), Prerequisite: Dream Viewing or Sleep
  • Dream Viewing (GURPS Magic, p. 45), Prerequisite: Truthsayer or Sleep
  • Exchange Bodies* (GURPS Magic, p. 49), Prerequisites: Permanent Possession and Soul Jar
  • Gift of Letters* (GURPS Magic, p. 46), Prerequisites: Borrow Language and 3 Languages written at Accented or better
  • Gift of Tongues* (GURPS Magic, p. 46), Prerequisites: Borrow Language and 3 Languages spoken at Accented or better
  • Hide Emotion (GURPS Magic, p. 45), Prerequisite: Sense Emotion
  • Hide Thoughts (GURPS Basic Set, p. 245; GURPS Magic, p. 46), Prerequisite: Truthsayer
  • Illuminated Writing (Pyramid 3/48: Secret Magic, p. 21), Prerequisites: Magery 2 and one of Mind-Sending, Fascinate, or Writing-12+
  • Insignificance (GURPS Magic, p. 48), Prerequisite: Persuasion and Avoid
  • Lend Language (GURPS Magic, p. 46), Prerequisite: Beast Speech or 3 Communication and Empathy spells
  • Lend Skill (GURPS Magic, p. 47; GURPS Social Engineering: Back to School, p. 24), Prerequisites: Mind-Sending and IQ 11+
  • Machine Speech/TL (GURPS Magic, p. 176), Prerequisite: Machine Summoning
  • Message (GURPS Magic, p. 173), Prerequisites: Great Voice and Seeker
  • Mind-Reading (GURPS Basic Set, p. 245; GURPS Magic, p. 46; GURPS Social Engineering: Back to School, p. 24) Prerequisites: Truthsayer or Borrow Language
  • Mind-Search* (GURPS Magic, p. 46), Prerequisite: Mind-Reading
  • Mind-Sending (GURPS Magic, p. 47; GURPS Fantasy, p. 169; GURPS Social Engineering: Back to School, p. 24), Prerequisite: Mind-Reading
  • Mind-Whip (GURPS Magic Styles: Dungeon Magic, p. 24), Prerequisites: Magery 2, Telepathy, Thunderclap, and Secret Spell (Mind-Whip).
  • Permanent Possession* (GURPS Magic, p. 49), Prerequisites: Magery 3 and Possession
  • Persuasion (GURPS Magic, p. 45), Prerequisite: Sense Emotion
  • Possession* (GURPS Magic, p. 49), Prerequisites: Magery 1 and either Control Person or Beast Possession
  • Presence (GURPS Magic, p. 48), Prerequisite: Persuasion and Lure
  • Psychic Scream* (GURPS Magic: Artillery Spells, p. 12), Prerequisites: Magery 4 and at least 10 Communication and Empathy spells, including Mind-Sending
  • Retrogression (GURPS Magic, p. 47), Prerequisites: Mind-Search and Mind-Sending
  • Sense Emotion (GURPS Basic Set, p. 245; GURPS Magic, p. 45; GURPS Social Engineering: Back to School, p. 24), Prerequisite: Sense Foes
  • Sense Foes (GURPS Basic Set, p. 245; GURPS Magic, p. 44), Prerequisites: None
  • Sense Life (GURPS Magic, p. 45), Prerequisites: None
  • Soul Rider (GURPS Magic, p. 49), Prerequisite: Mind-Reading
  • Telepathic Overload* (GURPS Magic: Death Spells, p. 9), Prerequisites: Magery 3, and any 10 Communication and Empathy spells, including Telepathy
  • Telepathy* (GURPS Magic, p. 47; GURPS Social Engineering: Back to School, p. 24), Prerequisite: Mind-Sending
  • Truthsayer (GURPS Basic Set, p. 245; GURPS Magic, p. 45), Prerequisite: Sense Emotion
  • Vexation (GURPS Magic, p. 45), Prerequisite: Sense Emotion

Earth

  • Adamant Hail (Pyramid 3/25: Epic Magic, p. 16), Prerequisites: Magery 4, Essential Earth, and Rain of Stones
  • Adamant Missile (Pyramid 3/25: Epic Magic, p. 16), Prerequisites: Magery 4, Essential Earth, and Stone Missile
  • Alter Terrain* (GURPS Magic, p. 55), Prerequisites: Magery 3 and all 4 elemental Shape spells and Shape Stone
  • Boulder Barrage* (GURPS Magic: Artillery Spells, p. 12), Prerequisites: Magery 4 and at least 10 Earth spells, including Rain of Stones and Stone Missile
  • Break Rock (GURPS Underground Adventures, p. 23), Prerequisites: Shape Earth
  • Body of Stone* (GURPS Magic, p. 54), Prerequisite: Stone to Flesh
  • Control Earth Elemental (GURPS Magic, p. 28), Prerequisites: Summon Earth Elemental
  • Control Lava Lizard (GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic, p. 12), Prerequisite: Summon Lava Lizard
  • Create Earth (GURPS Basic Set, p. 246; GURPS Magic, p. 51; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisite: Earth to Stone
  • Create Earth Elemental (GURPS Magic, p. 22), Prerequisites: Magery 2 and Control Earth Elemental
  • Dust to Dust* (GURPS Magic: Death Spells, p. 11), Prerequisites: Magery 3, Earth to Air, and Flesh to Stone
  • Earth to Air (GURPS Basic Set, p. 243; GURPS Magic, p. 25), Prerequisites: Create Air and Shape Earth
  • Earth to Stone (GURPS Magic, p. 51; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: Magery 1 and Shape Earth
  • Earth to Water (GURPS Magic, p. 52), Prerequisites: Magery 1, Create Water, and Shape Earth
  • Earth Vision (GURPS Magic, p. 51), Prerequisite: Shape Earth
  • Earthquake (GURPS Magic, p. 54), Prerequisites: Magery 2 and 6 Earth spells including Earth Vision
  • Entombment (GURPS Basic Set, p. 246; GURPS Magic, p. 53), Prerequisites: Magery 2 and 5 Earth spells
  • Essential Earth (GURPS Magic, p. 53; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: 6 Earth spells
  • Flesh to Adamant (Pyramid 3/25: Epic Magic, p. 16), Prerequisites: Magery 4, Essential Earth, and Flesh to Stone
  • Flesh to Stone (GURPS Basic Set, p. 246; GURPS Magic, p. 51), Prerequisite: Earth to Stone
  • Heart of Stone* (GURPS Magic: Death Spells, p. 11), Prerequisites: Magery 3 and Partial Petrification
  • Move Terrain* (GURPS Magic, p. 55), Prerequisites: Alter Terrain and Hide Object
  • Mud Jet (GURPS Magic, p. 52), Prerequisites: Water Jet and Create Earth, or Create Water and Sand Jet
  • Orichalcum Edge (Pyramid 3/25: Epic Magic, p. 17), Prerequisites: Magery 4, Essential Earth, and Earth to Stone
  • Orichalcum Missiles (Pyramid 3/25: Epic Magic, p. 17), Prerequisite: Orichalcum Edge
  • Partial Petrification* (GURPS Magic, p. 52), Prerequisites: Magery 2 and Flesh to Stone
  • Predict Earth Movement (GURPS Magic, p. 51), Prerequisites: 4 Earth spells
  • Purify Earth (GURPS Magic, p. 54; GURPS Fantasy, p. 169), Prerequisites: Apportation and Shape Earth
  • Rain of Stones (GURPS Magic, p. 53), Prerequisites: Magery 2 and Create Earth
  • Sand Blast* (GURPS Magic: Artillery Spells, p. 12), Prerequisites: Magery 4, Sand Jet, and Sandstorm
  • Sand Jet (GURPS Magic, p. 52), Prerequisite: Create Earth
  • Sandstorm (GURPS Magic, p. 27), Prerequisites: Windstorm and Create Earth
  • Seek Earth (GURPS Basic Set, p. 245; GURPS Magic, p. 50), Prerequisites: None
  • Seek Landform (GURPS Underground Adventures, p. 22), Prerequisites: Seek Earth
  • Seek Path (GURPS Magic, p. 51), Prerequisite: Seek Earth
  • Seismic Shock* (GURPS Magic: Artillery Spells, p. 13), Prerequisites: Magery 4 and at least 10 Earth spells, including Earthquake
  • Shape Earth (GURPS Basic Set, p. 245; GURPS Magic, p. 50), Prerequisite: Seek Earth
  • Shape Stone (GURPS Fantasy, p. 169), Prerequisites: Shape Earth and 3 other Earth spells
  • Steelwraith (GURPS Magic, p. 54; Pyramid 3/60: Dungeon Fantasy III, p. 5), Prerequisites: Magery 2 and Walk through Earth
  • Stone Missile (GURPS Magic, p. 52), Prerequisite: Create Earth
  • Stone to Earth (GURPS Basic Set, p. 246; GURPS Magic, p. 51), Prerequisites: Earth to Stone or 4 Earth spells
  • Stone to Flesh (GURPS Basic Set, p. 246; GURPS Magic, p. 53), Prerequisites: Magery 2, Flesh to Stone, and Stone to Earth
  • Summon Earth Elemental (GURPS Magic, p. 27), Prerequisites: Magery 1 and either 8 Earth spells or 4 Earth spells and another Summon Elemental spell
  • Summon Lava Lizard (GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic, p. 12), Prerequisites: Magery 1, four Earth spells, and four Fire spells
  • Trace Labyrinth (GURPS Underground Adventures, p. 22), Prerequisites: Magery 1 and Seek Landform
  • Volcano (GURPS Magic, p. 54), Prerequisites: Earthquake and 6 Fire spells
  • Walk through Earth (GURPS Magic, p. 52; GURPS Fantasy, p. 169; Pyramid 3/60: Dungeon Fantasy III, p. 5), Prerequisite: Shape Stone

Enchantment

  • Adjustable Clothing (GURPS Magic, p. 58; GURPS Thaumatology: Urban Magics, p. 33), Prerequisites: Enchant and Reshape
  • Amulet (GURPS Magic, p. 58), Prerequisites: Talisman for the appropriate spell
  • Compulsive Reader (Pyramid 3/48: Secret Magic, p. 21), Prerequisites: Enchant and 3 Mind Control spells or Writing-15+
  • Create Chimera* (GURPS Bio-Tech, p. 31), Prerequisites: Analyze Heredity, Enchant, and either Alter Body or Lightning
  • Doom Wish* (GURPS Magic: Artillery Spells, p. 13), Prerequisites: Magery 3, Wish, and a total IQ + Magery of 23+
  • Doppelgänger* (GURPS Magic, p. 62), Prerequisites: Magery 3, Golem, History, and Enslave
  • Dwarfish Reinforcement* (Pyramid 3/76: Dungeon Fantasy IV, p. 13), Prerequisites: Enchant and Secret Spell (Dwarvish Reinforcement)
  • Enchant* (GURPS Basic Set, p. 480; GURPS Magic, p. 56), Prerequisites: Magery 2 and at least one spell from 10 other colleges
  • Ensorcel* (GURPS Magic, p. 60), Prerequisite: Malefice
  • Golem* (GURPS Magic, p. 59), Prerequisites: Enchant, Shape Earth, and Animation
  • Great Wish* (GURPS Magic, p. 61), Prerequisites: Magery 3, Wish, and (DX+IQ) 30+
  • Hex (GURPS Magic, p. 57), Prerequisite: Enchant
  • Hideaway (GURPS Magic, p. 66; GURPS Thaumatology: Urban Magics, p. 33), Prerequisite: Enchant, Create Object, and Lighten
  • Impart Skill* (Pyramid 3/76: Dungeon Fantasy IV, p. 14), Prerequisites: Magery 3, Enchant, Lend Skill, Wisdom, Secret Spell (Impart Skill), and five Communication and Empathy spells
  • Impression Blocker (GURPS Magic, p. 60), Prerequisites: Enchant, Seeker, and Scrywall
  • Leak (GURPS Magic, p. 61), Prerequisite: Hideaway
  • Lesser Wish (GURPS Magic, p. 61), Prerequisite: Enchant
  • Ley Line Creation (GURPS Thaumatology: Urban Magics, p. 21), Prerequisites: Seek Ley Line and Apportation
  • Live Libram (Pyramid 3/48: Secret Magic, p. 22), Prerequisites: Enchant and Apportation
  • Malefice* (GURPS Magic, p. 60), Prerequisites: Enchant and Seeker
  • Mortal Malefice* (GURPS Magic: Death Spells, p. 9), Prerequisites: Magery 3, Malefice, and Soul Jar
  • Narrative Conveyance (Pyramid 3/48: Secret Magic, p. 22), Prerequisites: Plane Shift, Timeport, and Writing-15+
  • Power (GURPS Basic Set, p. 480; GURPS Magic, p. 57), Prerequisites: Enchant and Recover Energy
  • Remove Enchantment (GURPS Magic, p. 58), Prerequisite: Enchant
  • Resist Enchantment (GURPS Magic, p. 58), Prerequisite: any Limiting Enchantment spell
  • Scroll (GURPS Magic, p. 57), Prerequisites: Magery 1 and 1 written Language at Accented or better
  • Simulacrum* (GURPS Magic, p. 61), Prerequisites: Magery 3, Golem, Perfect Illusion, and Illusion Disguise
  • Speed (GURPS Magic, p. 57), Prerequisites: Enchant and Haste
  • Spell Stone (GURPS Magic, p. 60), Prerequisites: Enchant and Delay
  • Spellgraft* (GURPS Bio-Tech, p. 32), Prerequisite: Enchant
  • Suspend Enchantment (GURPS Magic, p. 58), Prerequisite: Enchant
  • Talisman (GURPS Magic, p. 58), Prerequisite: Enchant and spell to be opposed
  • Temporary Enchantment (GURPS Magic, p. 56; GURPS Fantasy, p. 23), Prerequisite: Enchant
  • Vengeful Staff* (GURPS Magic: Artillery Spells, p. 14), Prerequisites: Magery 3, Enchant, and Explode
  • Wish* (GURPS Magic, p. 61), Prerequisites: Lesser Wish and 1 spell each from 15 colleges

Weapon Enchantments

  • Accuracy (GURPS Basic Set, p. 480; GURPS Magic, p. 65), Prerequisites: Enchant and 4 Air Spells
  • Assassin's Weapon* (GURPS Magic: Death Spells, p. 12), Prerequisites: Magery 3, Penetrating Weapon, and Puissance
  • Bane (GURPS Magic, p. 69), Prerequisite: Enchant
  • Blank Spell Arrow (GURPS Magic, p. 66), Prerequisite: Spell Arrow
  • Cornucopia (GURPS Magic, p. 64), Prerequisites: Enchant and 2 Weapon Enchantment spells
  • Dancing Weapon (GURPS Magic, p. 63), Prerequisites: Enchant and Dancing Object
  • Defending Weapon (GURPS Magic, p. 64), Prerequisites: Enchant and Dancing Object
  • Ghost Weapon (GURPS Magic, p. 65), Prerequisites: Enchant and Solidify
  • Graceful Weapon (GURPS Magic, p. 63), Prerequisites: Enchant and Apportation
  • Loyal Sword (GURPS Magic, p. 63), Prerequisites: Enchant and Apportation
  • Penetrating Weapon (GURPS Magic, p. 63), Prerequisites: Enchant and Find Weakness
  • Puissance (GURPS Basic Set, p. 480; GURPS Magic, p. 65), Prerequisites: Enchant and 5 Earth spells
  • Quick-Aim (GURPS Magic, p. 63), Prerequisites: Enchant and Grace
  • Quick-Draw (GURPS Magic, p. 63), Prerequisites: Enchant and Apportation
  • Speed Spell Arrow (GURPS Magic, p. 66), Prerequisite: Speed and Spell Arrow
  • Spell Arrow (GURPS Magic, p. 65), Prerequisite: Spell Stone
  • Weapon Spirit* (GURPS Magic, p. 64), Prerequisites: Enchant and Summon Spirit

Armor Enchantments

  • Dancing Shield (GURPS Magic, p. 67), Prerequisites: Enchant and Dancing Object
  • Defending Shield (GURPS Magic, p. 67), Prerequisites: Enchant and Grace
  • Deflect (GURPS Basic Set, p. 480; GURPS Magic, p. 67), Prerequisite: Enchant
  • Fortify (GURPS Basic Set, p. 480; GURPS Magic, p. 66; GURPS Thaumatology: Urban Magics, p. 33), Prerequisite: Enchant
  • Lighten (GURPS Magic, p. 67), Prerequisite: Enchant

Limiting Enchantments

  • Attune (GURPS Magic, p. 69), Prerequisite: Bane
  • Limit (GURPS Magic, p. 68), Prerequisite: Enchant
  • Link (GURPS Magic, p. 131), Prerequisite: Delay
  • Name (GURPS Magic, p. 68), Prerequisite: Enchant
  • Password (GURPS Magic, p. 68), Prerequisite: Enchant

Wizardly Tools

  • Crystal Ball (GURPS Magic, p. 71), Prerequisites: Enchant and Divination (Crystal-Gazing)
  • Effigy* (GURPS Magic, p. 71), Prerequisites: Magery 2, Enchant, Scryfool, and Ward
  • Homunculus (GURPS Magic, p. 70), Prerequisites: Enchant and Mind-Sending
  • Lich* (GURPS Magic, p. 159), Prerequisites: Magery 3, IQ 13+, Enchant, Soul Jar, and Zombie
  • Manastone* (GURPS Magic, p. 70), Prerequisite: Enchant
  • One-College Powerstone (GURPS Magic, p. 70), Prerequisite: Enchant
  • Powerstone (GURPS Magic, p. 69), Prerequisite: Enchant
  • Soul Stone* (GURPS Magic, p. 71), Prerequisites: Magery 3, Enchant, and Soul Jar
  • Staff (GURPS Basic Set, p. 481; GURPS Magic, p. 70), Prerequisite: Enchant
  • Wraith* (GURPS Magic, p. 160), Prerequisites: Magery 3, IQ 13+, Enchant, Halt Aging, and Soul Jar

Fire

  • Balor's Eye Fire* (Pyramid 3/76: Dungeon Fantasy IV, p. 13), Prerequisites: Magery 1, Flame Jet, Resist Fire, and either Secret Spell (Balor’s Eye Fire) or Tome of Power (Balor’s Treatise)
  • Blast Ball ((GURPS Magic Styles: Dungeon Magic, p. 19), Prerequisites: Any three of Ball of Lightning, Flaming Armor, Rain of Acid, Breathe Fire, Flaming Missiles, Rain of Fire, Breathe Steam, Flaming Weapon Rive, Burning Touch, Lightning Armor, Shocking Touch, Continual Sunlight, Lightning Missiles, Spark Cloud, Explosive Fireball, Lightning Stare, Spark Storm, Explosive Lightning, Lightning Weapon, Spit Acid, Fire Cloud, Lightning Whip, Wall of Lightning and Secret Spell (Blast Ball)
  • Body of Flames* (GURPS Magic, p. 76), Prerequisite: Breathe Fire
  • Breathe Fire* (GURPS Magic, p. 76), Prerequisites: Magery 1, Flame Jet, and Resist Fire
  • Burning Death* (GURPS Magic, p. 76), Prerequisites: Magery 2, Heat, and Sickness
  • Burning Touch (GURPS Magic, p. 76), Prerequisites: Magery 2 and 6 Fire spells including Heat
  • Cold (GURPS Basic Set, p. 247; GURPS Magic, p. 74), Prerequisite: Heat
  • Control Fire Elemental (GURPS Magic, p. 28), Prerequisites: Summon Fire Elemental
  • Control Lava Lizard (GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic, p. 12), Prerequisite: Summon Lava Lizard
  • Create Fire (GURPS Basic Set, p. 246; GURPS Magic, p. 72), Prerequisite: Ignite Fire
  • Create Fire Elemental (GURPS Magic, p. 22), Prerequisites: Magery 2 and Control Fire Elemental
  • Cremate* (GURPS Magic: Death Spells, p. 12), Prerequisites: Magery 3, Burning Touch, Essential Flame, and Fast Fire
  • Deflect Energy (GURPS Basic Set, p. 246; GURPS Magic, p. 73), Prerequisites: Magery 1 and Shape Fire
  • Essential Flame (GURPS Magic, p. 75), Prerequisites: 6 Fire spells
  • Explosive Fireball (GURPS Basic Set, p. 247; GURPS Magic, p. 75), Prerequisite: Fireball
  • Explosive Hellfire Orb (Pyramid 3/25: Epic Magic, p. 17), Prerequisites: Magery 4, Essential Flame, and Explosive Fireball
  • Extinguish Fire (GURPS Basic Set, p. 247; GURPS Magic, p. 72), Prerequisite: Ignite Fire
  • Fast Fire (GURPS Magic, p. 73), Prerequisite: Slow Fire
  • Fire Cloud (GURPS Magic, p. 75), Prerequisites: Shape Air and Fireball
  • Fire Swarm* (GURPS Magic: Artillery Spells, p. 14), Prerequisites: Magery 4 and at least 10 Fire spells, including Fireball and Flame Jet
  • Fireball (GURPS Basic Set, p. 247; GURPS Magic, p. 74), Prerequisites: Magery 1, Create Fire, and Shape Fire
  • Fireproof (GURPS Magic, p. 73), Prerequisite: Extinguish Fire
  • Flame Jet (GURPS Magic, p. 73), Prerequisites: Create Fire and Shape Fire
  • Flaming Armor (GURPS Magic, p. 75), Prerequisites: Magery 1, Resist Fire, and Flame Jet
  • Flaming Missiles (GURPS Magic, p. 75), Prerequisite: Flaming Weapon
  • Flaming Weapon (GURPS Magic, p. 75), Prerequisites: Magery 2 and Heat
  • Flammability* (GURPS Magic: Artillery Spells, p. 26), Prerequisites: Magery 3, Essential Fuel, and Purify Fuel
  • Great Deflect Energy (Pyramid 3/4: Magic on the Battlefield, p. 9), Prerequisites: Magery 2, Secret Spell (Great Deflect Energy), and Deflect Energy
  • Heat (GURPS Basic Set, p. 247; GURPS Magic, p. 74), Prerequisites: Create Fire and Shape Fire
  • Hellfire Breath (Pyramid 3/25: Epic Magic, p. 18), Prerequisites: Magery 4, Essential Flame, and Breathe Fire
  • Hellfire Jet (Pyramid 3/25: Epic Magic, p. 18), Prerequisites: Magery 4, Essential Flame, and Flame Jet
  • Hellfire Orb (Pyramid 3/25: Epic Magic, p. 17), Prerequisites: Magery 4, Essential Flame, and Fireball
  • Hellfire Rain (Pyramid 3/25: Epic Magic, p. 18), Prerequisites: Magery 4, Essential Flame, and Rain of Fire
  • Ignite Fire (GURPS Basic Set, p. 246; GURPS Magic, p. 72), Prerequisites: None
  • Improved Explosive Fireball* (GURPS Magic: Artillery Spells, p. 15), Prerequisites: Magery 4 and at least 10 Fire spells, including Explosive Fireball
  • Mass Resist Fire (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magical Styles: Dungeon Magic, p. 13)), Prerequisites: IQ 13+, Secret Spell (Mass Resist Fire), and Resist Fire
  • Phantom Flame (GURPS Magic, p. 73), Prerequisites: Shape Fire or Simple Illusion
  • Rain of Fire (GURPS Magic, p. 74; Pyramid 3/60: Dungeon Fantasy III, p. 5), Prerequisites: Magery 2 and Create Fire
  • Resist Cold (GURPS Basic Set, p. 247; GURPS Magic, p. 74), Prerequisite: Heat
  • Resist Fire (GURPS Basic Set, p. 247; GURPS Magic, p. 74), Prerequisites: Extinguish Fire and Cold
  • Seek Fire (GURPS Magic, p. 72), Prerequisites: None
  • Shape Fire (GURPS Basic Set, p. 246; GURPS Magic, p. 72), Prerequisite: Ignite Fire
  • Slow Fire (GURPS Magic, p. 73), Prerequisite: Extinguish Fire
  • Smoke (GURPS Magic, p. 73), Prerequisites: Shape Fire and Extinguish Fire
  • Snuff Life's Flame* (GURPS Magic: Death Spells, p. 12), Prerequisites: Magery 3 and Body of Flames
  • Summon Fire Elemental (GURPS Magic, p. 27), Prerequisites: Magery 1 and either 8 Fire spells or 4 Fire spells and another Summon Elemental spell
  • Summon Lava Lizard (GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic, p. 12), Prerequisites: Magery 1, four Earth spells, and four Fire spells
  • Towering Inferno* (GURPS Magic: Artillery Spells, p. 15), Prerequisites: Magery 4 and at least seven Fire spells, including Fire Cloud and Rain of Fire
  • Warmth (GURPS Magic, p. 74), Prerequisite: Heat

Food

  • Butcher* (GURPS Magic: Death Spells, p. 12), Prerequisites: Magery 3 and Prepare Game
  • Cook (GURPS Magic, p. 78), Prerequisites: Test Food and Create Food
  • Create Food (GURPS Magic, p. 79; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: Cook and Seek Food
  • Death's Banquet* (GURPS Magic: Death Spells, p. 13), Prerequisites: Magery 3, Essential Food, and Poison Food
  • Decay (GURPS Magic, p. 77), Prerequisite: Test Food
  • Distill (GURPS Magic, p. 89), Prerequisites: Mature and Destroy Water
  • Far-Tasting (GURPS Magic, p. 77), Prerequisites: Magery 1 and either Seek Food or Seek Air; cannot have No Sense of Taste/Smell
  • Essential Food* (GURPS Magic, p. 79; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: 6 Food spells including Create Food
  • Fool's Banquet (GURPS Magic, p. 79), Prerequisites: Magery 1, Cook, and Foolishness
  • Foul Water (GURPS Magic, p. 185), Prerequisites: Purify Water and Decay
  • Fount of Wine* (Pyramid 3/43: Thaumatology III, p. 8), Prerequisites: Magery 3, Secret Spell (Fount of Wine), and five Tríto spells
  • Hunger (GURPS Magic, p. 38), Prerequisites: Magery 1, Debility, and Decay
  • Know Recipe (GURPS Magic, p. 78), Prerequisites: Far-Tasting and Season
  • Mature (GURPS Magic, p. 78), Prerequisites: Decay or Season
  • Poison Food (GURPS Magic, p. 78), Prerequisites: Purify Food and Decay
  • Prepare Game (GURPS Magic, p. 78), Prerequisite: Purify Food
  • Preserve Food (GURPS Magic, p. 79), Prerequisite: Decay
  • Purify Food (GURPS Magic, p. 78), Prerequisite: Decay
  • Scents of the Past (GURPS Magic, p. 107), Prerequisite: Magery 2, History, and Odor
  • Season (GURPS Magic, p. 77), Prerequisite: Test Food
  • Seek Food (GURPS Magic, p. 77), Prerequisites: None
  • Test Food (GURPS Magic, p. 77; GURPS Fantasy, p. 169), Prerequisites: None
  • Thirst (GURPS Magic, p. 38), Prerequisites: Magery 1, Debility, and Destroy Water
  • Water to Wine (GURPS Magic, p. 79; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: Purify Water and Mature
  • Wizard Mouth (GURPS Magic, p. 104), Prerequisite: Apportation, Far-Tasting, and Great Voice
  • Wizard Nose (GURPS Magic, p. 104), Prerequisite: Apportation and Far-Tasting

Gate

  • Accelerate Time* (GURPS Magic, p. 86), Prerequisites: Magery 2, IQ 13+ and 2 spells each from 10 colleges
  • Beacon (GURPS Magic, p. 83; Pyramid 3/60: Dungeon Fantasy III, p. 5), Prerequisites: Teleport, Timeport, or Plane Shift
  • Blink (GURPS Magic, p. 148), Prerequisite: Teleport
  • Blink Other* (GURPS Magic, p. 148), Prerequisite: Blink
  • Control Gate (GURPS Magic, p. 85), Prerequisites: Magery 3 and Seek Gate
  • Create Door (GURPS Magic, p. 84), Prerequisites: Teleport and any 1 Walk through spell
  • Create Gate* (GURPS Magic, p. 85), Prerequisites: Control Gate and either Teleport, Timeport, or Plane Shift
  • Dimensional Dissection* (GURPS Magic: Death Spells, p. 13), Prerequisites: Magery 3 and one of Plane Shift Other, Teleport Other, or Timeport Other
  • Divert Teleport* (GURPS Magic, p. 84), Prerequisite: Mager 3 and Trace Teleport
  • Hell Zone* (GURPS Magic: Artillery Spells, p. 16), Prerequisites: Magery 4, Beacon, and Planar Summons for at least one realm the GM deems "hostile"
  • Hide Object (GURPS Magic, p. 86), Prerequisites: Hideaway and Teleport
  • Null Sphere* (GURPS Magic: Artillery Spells, p. 16), Prerequisites: Magery 5 and Create Gate
  • Phase (GURPS Magic, p. 83), Prerequisites: Magery 3 and either Plane Shift or Ethereal Body
  • Phase Other* (GURPS Magic, p. 83), Prerequisite: Phase
  • Planar Summons (GURPS Basic Set, p. 247; GURPS Magic, p. 82), Prerequisites: Magery 1 and at least 1 spell from 10 other colleges
  • Planar Visit* (GURPS Magic, p. 82), Prerequisites: Magery 2 and either Projection or Planar Summons
  • Plane Shift* (GURPS Basic Set, p. 247; GURPS Magic, p. 83), Prerequisite: Planar Summons
  • Plane Shift Other* (GURPS Magic, p. 83), Prerequisites: Magery 3 and Plane Shift
  • Rapid Journey* (GURPS Magic, p. 82), Prerequisites: Magery 3 and either Teleport or Timeport
  • Sanctuary* (GURPS Magic, p. 86), Prerequisite: Hide Object
  • Scry Gate (GURPS Magic, p. 85), Prerequisite: Seek Gate
  • Seek Gate (GURPS Magic, p. 85), Prerequisites: Magery 2, Seek Magic, and 1 spell from each of 10 colleges
  • Slow Time* (GURPS Magic, p. 86), Prerequisites: Magery 2, IQ 13+, and 2 spells from each of 10 colleges
  • Splat* (GURPS Magic: Artillery Spells, p. 16), Prerequisites: Magery 4 and Create Door
  • Suspend Time* (GURPS Magic, p. 86), Prerequisites: Magery 3 and Slow Time
  • Teleport* (GURPS Magic, p. 147; GURPS Fantasy, p. 171), Prerequisites: Hawk Flight or IQ 15+, and 1 spell from 10 colleges
  • Teleport Other* (GURPS Magic, p. 147), Prerequisites: Magery 3 and Teleport
  • Teleport Shield (GURPS Magic, p. 170), Prerequisites: Watchdog and either Spell Shield or Teleport
  • Time Out* (GURPS Magic, p. 87), Prerequisites: Magery 3 and Accelerate Time
  • Timeport* (GURPS Magic, p. 81), Prerequisites: Magery 3 and Teleport
  • Timeport Other* (GURPS Magic, p. 81), Prerequisite: Timeport
  • Timeslip (GURPS Magic, p. 81), Prerequisite: Timeport
  • Timeslip Other* (GURPS Magic, p. 81), Prerequisite: Timeslip
  • Trace Teleport (GURPS Magic, p. 84), Prerequisites: Teleport, Timeport, or Plane Shift
  • Underworld Imprisonment* (GURPS Magic: Death Spells, p. 13), Prerequisites: Magery 3 and at least one Plane Shift Other spell.

Healing

  • Archmagi's Recuperation* (Pyramid 3/76: Dungeon Fantasy IV, p. 13), Prerequisites: Prerequisites: IQ 14+, Magery 4, Lend Energy, and Secret Spell (Archmagi’s Recuperation)
  • Awaken (GURPS Basic Set, p. 248; GURPS Magic, p. 90), Prerequisite: Lend Vitality
  • Body-Reading (GURPS Magic, p. 91), Prerequisites: Sense Life or Awaken
  • Cleansing (GURPS Magic, p. 94), Prerequisites: Minor Healing and Purify Earth
  • Cure Disease (GURPS Magic, p. 91; GURPS Fantasy, p. 170), Prerequisites: Major Healing and Relieve Sickness
  • Cure Radiation* (GURPS Magic, p. 182), Prerequisites: Resist Radiation and Major Healing
  • Detect Poison (GURPS Magic, p. 166), Prerequisites: Sense Danger or Test Food
  • Disinfect* (GURPS Magic: Artillery Spells, p. 17), Prerequisites: Magery 4 and at least 10 Healing Spells, including Cure Disease and Remove Contagion
  • Ease Labor (GURPS Bio-Tech, p. 31), Prerequisite: Lend Vitality
  • Euthanize (GURPS Magic: Death Spells, p. 14), Prerequisites: Any of Empathy, Magery 1, Spirit Empathy, or “holy” status
  • Final Rest (GURPS Magic, p. 89), Prerequisites: Magery 1 or Spirit Empathy
  • Great Healing* (GURPS Basic Set, p. 248; GURPS Magic, p. 91), Prerequisites: Magery 3 and Major Healing
  • Halt Aging* (GURPS Magic, p. 94), Prerequisites: Magery 2 and 8 Healing spells
  • Healing Slumber (GURPS Magic, p. 94), Prerequisites: Magery 2, Sleep, and Minor Healing
  • Instant Neutralize Poison* (GURPS Magic, p. 92), Prerequisites: Magery 2 and Neutralize Poison
  • Instant Regeneration* (GURPS Magic, p. 93), Prerequisites: Magery 3 and Regeneration
  • Instant Restoration* (GURPS Magic, p. 93), Prerequisites: Magery 2 and Restoration
  • Lend Energy (GURPS Basic Set, p. 248; GURPS Magic, p. 89), Prerequisites: Magery 1 or Empathy
  • Lend Vitality (GURPS Basic Set, p. 248; GURPS Magic, p. 89), Prerequisite: Lend Energy
  • Major Healing* (GURPS Basic Set, p. 248; GURPS Magic, p. 91), Prerequisites: Magery 1 and Minor Healing
  • Mass Resist Disease (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magical Styles: Dungeon Magic, p. 13)), Prerequisites: IQ 13+, Secret Spell (Mass Resist Disease), and Resist Disease
  • Mass Resist Poison (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magical Styles: Dungeon Magic, p. 13)), Prerequisites: IQ 13+, Secret Spell (Mass Resist Poison), and Resist Poison
  • Minor Healing (GURPS Basic Set, p. 248; GURPS Magic, p. 91), Prerequisite: Lend Vitality
  • Neutralize Poison (GURPS Magic, p. 92), Prerequisites: Cure Disease or Magery 3 and Test Food
  • Recover Energy (GURPS Basic Set, p. 248; GURPS Magic, p. 89), Prerequisites: Magery 1 and Lend Energy
  • Regeneration* (GURPS Magic, p. 93), Prerequisites: Magery 2 and Restoration
  • Relieve Madness (GURPS Magic, p. 92), Prerequisites: Lend Vitality and Wisdom
  • Relieve Paralysis (GURPS Magic, p. 93), Prerequisite: Stop Paralysis
  • Relieve Sickness (GURPS Magic, p. 90), Prerequisite: Lend Vitality
  • Remove Contagion (GURPS Magic, p. 90), Prerequisites: Decay, Clean, or Cure Disease
  • Remove Fetus (GURPS Bio-Tech, p. 32), Prerequisites: Ease Labor and either Minor Healing or Apportation
  • Resist Disease (GURPS Magic, p. 90), Prerequisites: Remove Contagion or Vigor
  • Resist Poison (GURPS Magic, p. 91), Prerequisite: Vigor
  • Restoration* (GURPS Magic, p. 93), Prerequisites: either Major Healing or 2 of Relieve Paralysis or Restore spells
  • Restore Hearing (GURPS Magic, p. 92), Prerequisites: Minor Healing and either Keen Hearing or Strike Deaf
  • Restore Memory (GURPS Magic, p. 92), Prerequisites: Awaken and IQ 11+
  • Restore Sight (GURPS Magic, p. 92), Prerequisites: Minor Healing and either Keen Vision or Strike Blind
  • Restore Speech (GURPS Magic, p. 93), Prerequisites: Minor Healing and either Great Voice or Strike Dumb
  • Resurrection* (GURPS Magic, p. 94), Prerequisites: Instant Regeneration and Summon Spirit
  • Resuscitate* (GURPS Magic: Death Spells, p. 14), Prerequisites: Magery 2, Awaken, and Stop Spasm
  • Sense Disease (GURPS Bio-Tech, p. 32), Prerequisite: Sense Life or 2 Healing spells
  • Share Energy (GURPS Magic, p. 89), Prerequisite: Lend Energy
  • Share Vitality (GURPS Magic, p. 90), Prerequisite: Lend Vitality
  • Stop Bleeding (GURPS Magic, p. 91; GURPS Fantasy, p. 169), Prerequisite: Lend Vitality
  • Stop Paralysis (GURPS Magic, p. 93), Prerequisites: Minor Healing and Paralyze Limb, or Strike Dumb
  • Stop Spasm (GURPS Magic, p. 35), Prerequisites: Spasm or Lend Vitality
  • Suspended Animation (GURPS Magic, p. 94), Prerequisites: Sleep and 4 Healing spells
  • Transference Bolt (GURPS Magic Styles: Dungeon Magic, p. 19), Prerequisites: Any three of Ball of Lightning, Flaming Armor, Rain of Acid, Breathe Fire, Flaming Missiles, Rain of Fire, Breathe Steam, Flaming Weapon Rive, Burning Touch, Lightning Armor, Shocking Touch, Continual Sunlight, Lightning Missiles, Spark Cloud, Explosive Fireball, Lightning Stare, Spark Storm, Explosive Lightning, Lightning Weapon, Spit Acid, Fire Cloud, Lightning Whip, Wall of Lightning and Secret Spell (Transference Bolt)
  • Youth* (GURPS Magic, p. 94), Prerequisites: Magery 3 and Halt Aging

Illusion and Creation

  • Complex Illusion (GURPS Magic, p. 96; GURPS Fantasy, p. 170; GURPS Social Engineering: Back to School, p. 24), Prerequisites: Sound and Simple Illusion
  • Control Creation (GURPS Magic, p. 99), Prerequisites: Create Animal or Create Servant
  • Control Illusion (GURPS Magic, p. 97), Prerequisite: Perfect Illusion
  • Create Animal (GURPS Magic, p. 98), Prerequisites: Create Water, Create Object, and IQ 12+
  • Create Foreign Body* (GURPS Magic: Death Spells, p. 14), Prerequisites: Magery 3, Body-Reading, and Create Object
  • Create Mount (GURPS Magic, p. 99), Prerequisites: Magery 3 and Create Animal
  • Create Object* (GURPS Magic, p. 98), Prerequisites: Magery 2, Create Earth, and Perfect Illusion
  • Create Servant (GURPS Magic, p. 98), Prerequisites: Magery 3, IQ 12+, and Create Object
  • Create Trap* (GURPS Magic: Artillery Spells, p. 17), Prerequisites: Magery 4 and at least 10 Illusion and Creation spells, including Create Object
  • Create Warrior (GURPS Magic, p. 98), Prerequisite: Create Servant
  • Dispel Creation (GURPS Magic, p. 99), Prerequisite: Control Creation
  • Dispel Illusion (GURPS Magic, p. 97), Prerequisite: Control Illusion
  • Duplicate* (GURPS Magic, p. 98), Prerequisites: Create Object and Copy
  • Illusion Disguise (GURPS Magic, p. 96; GURPS Fantasy, p. 170), Prerequisite: Simple Illusion
  • Illusion Shell (GURPS Magic, p. 96; GURPS Fantasy, p. 170; GURPS Thaumatology: Urban Magics, p. 33), Prerequisite: Simple Illusion
  • Independence (GURPS Magic, p. 96), Prerequisite: Simple Illusion
  • Initiative (GURPS Magic, p. 97), Prerequisites: Independence and Wisdom
  • Inscribe (GURPS Magic, p. 97), Prerequisites: Simple Illusion and Copy
  • Know Illusion (GURPS Magic, p. 97), Prerequisite: Simple Illusion
  • Mirror, Mirror* (GURPS Magic: Artillery Spells, p. 17), Prerequisites: Magery 4, Initiative, and Phantom
  • Perfect Illusion (GURPS Magic, p. 96; GURPS Social Engineering: Back to School, p. 24), Prerequisites: Magery 1 and Complex Illusion
  • Phantom* (GURPS Magic, p. 97), Prerequisites: Magery 2, Perfect Illusion, Hinder, and Apportation
  • Phantom Flame (GURPS Magic, p. 73), Prerequisites: Shape Fire or Simple Illusion
  • Phantom Killer* (GURPS Magic: Death Spells, p. 14), Prerequisites: Magery 3 and Phantom
  • Simple Illusion (GURPS Magic, p. 95; GURPS Fantasy, p. 170; GURPS Social Engineering: Back to School, p. 24), Prerequisites: no Blindness and IQ 11+

Knowledge

  • Air Vision (GURPS Magic, p. 24), Prerequisite: Shape Air
  • Alarm (GURPS Magic, p. 100), Prerequisite: Tell Time
  • Analyze Magic (GURPS Basic Set, p. 249; GURPS Magic, p. 102), Prerequisite: Identify Spell
  • Analyze Heredity (GURPS Bio-Tech, p. 30), Prerequisites: Seeker or Sense Life
  • Ancient History (GURPS Magic, p. 106), Prerequisite: History
  • Astral Vision* (GURPS Magic, p. 105), Prerequisites: Sense Spirit and See Invisible
  • Aura (GURPS Basic Set, p. 249; GURPS Magic, p. 101), Prerequisite: Detect Magic
  • Detect Magic (GURPS Basic Set, p. 249; GURPS Magic, p. 101), Prerequisite: Magery 1
  • Divination (GURPS Magic, p. 108), Prerequisite: History, and other spells by specialty
    • Astrology (GURPS Magic, p. 108; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisite: History, Predict Weather, and Astronomy-15+
    • Augury (GURPS Magic, p. 108), Prerequisite: History and 1 spell from each of 4 elements
    • Bibliomancy (Pyramid 3/48: Secret Magic, p. 21), Prerequisite: 5 book spells; Literature-12+ may substitute for 1 spell
    • Cartomancy (GURPS Magic, p. 108), Prerequisite: History and 1 spell from each of 4 elements
    • Crystal-Gazing (GURPS Magic, p. 108), Prerequisite: History and either Earth Vision or Water Vision
    • Dactylomancy (GURPS Magic, p. 108), Prerequisite: History and 1 spell from each of 4 elements
    • Extispicy (GURPS Magic, p. 108; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisite: History and 4 Animal spells
    • Gastromancy (GURPS Magic, p. 109), Prerequisite: History, Hypnotism-15+, and 3 Mind Control spells
    • Genomancy (GURPS Bio-Tech, p. 32), Prerequisites: Analyze Heredity, 2 Healing spells, and 2 Body Control spells
    • Geomancy (GURPS Magic, p. 109), Prerequisite: History and 4 Earth spells
    • Lecanomancy (GURPS Magic, p. 109), Prerequisite: History and 4 Water spells
    • Numerology, or Arithmancy (GURPS Magic, p. 109), Prerequisite: History and Mathematical Ability
    • Oenomancy (Pyramid 3/43: Thaumatology III, p. 8), Prerequisites: Secret Spell (Oenomancy) and five Tétarto spells
    • Oneiromancy (GURPS Magic, p. 109), Prerequisite: History and 4 Communication and Empathy spells
    • Physiognomy (GURPS Magic, p. 109), Prerequisite: History and 4 Body Control spells
    • Pyromancy (GURPS Magic, p. 109), Prerequisite: History and 4 Fire spells
    • Rhabdomancy (GURPS Underground Adventures, p. 23), Prerequisites: Seek Air, Seek Earth, Seek Fire, and Seek Water
    • Sortilege (GURPS Magic, p. 109), Prerequisite: History and 1 spell from each of 4 elements
    • Symbol-Casting (GURPS Magic, p. 109), Prerequisite: History and Symbol Drawing-15+
  • Earth Vision (GURPS Magic, p. 51), Prerequisite: Shape Earth
  • Echoes of the Past (GURPS Magic, p. 107), Prerequisites: Magery 2, History, and Voices
  • Far-Feeling (GURPS Magic, p. 100), Prerequisite: Magery 1
  • Far-Hearing (GURPS Magic, p. 173), Prerequisites: Magery 1 and 4 Sound spells; may not have Deafness or Hard of Hearing
  • Far-Tasting (GURPS Magic, p. 77), Prerequisites: Magery 1 and either Seek Food or Seek Air; cannot have No Sense of Taste/Smell
  • Find Direction (GURPS Magic, p. 101), Prerequisite: Magery 1
  • Forbidden Wisdom* (GURPS Magic: Death Spells, p. 15), Prerequisites: Magery 3, Recall, and See Secrets
  • Glass Wall (GURPS Magic, p. 103), Prerequisites: 5 other Knowledge spells or Earth Vision
  • History (GURPS Magic, p. 104), Prerequisite: Trace
  • Identify Loot (Pyramid 3/64: Pirates and Swashbucklers, p. 14), Prerequisites: Magery 2, Secret Spell (Identify Loot), and 7 Fourth-Level spells
  • Identify Spell (GURPS Basic Set, p. 249; GURPS Magic, p. 102), Prerequisite: Detect Magic
  • Images of the Past (GURPS Magic, p. 105), Prerequisites: Magery 2, History, and Simple Illusion
  • Invisible Wizard Eye (GURPS Magic, p. 104), Prerequisites: Wizard Eye and Invisibility
  • Know Location (GURPS Magic, p. 103), Prerequisites: Magery 1 and Tell Position
  • Know Recipe (GURPS Magic, p. 78), Prerequisites: Far-Tasting and Season
  • Know True Shape (GURPS Magic, p. 104), Prerequisites: Magery 1, 1 shifting spell, and either Aura or Know Illusion
  • Mage Sense (GURPS Magic, p. 102), Prerequisite: Detect Magic
  • Mage Sight (GURPS Magic, p. 102), Prerequisite: Detect Magic
  • Measurement (GURPS Magic, p. 100), Prerequisites: None
  • Memorize (GURPS Magic, p. 105; GURPS Social Engineering: Back to School, p. 24), Prerequisites: Wisdom or 6 Knowledge spells
  • Metal Vision (GURPS Magic, p. 183), Prerequisite: Shape Metal
  • Mind over Matter (GURPS Magic Styles: Dungeon Magic, p. 27), Prerequisites: Magery 2, Divination (any), Mage Sight, and Secret Spell (Mind over Matter).
  • Pathfinder (GURPS Magic, p. 105), Prerequisites: Magery 1, IQ 12+, and 2 Seek spells; also a license from Paizo
  • Plant Vision (GURPS Magic, p. 162), Prerequisite: Shape Plant
  • Plastic Vision (GURPS Magic, p. 183), Prerequisite: Shape Plastic
  • Prehistory (GURPS Magic, p. 104), Prerequisite: Ancient History
  • Projection (GURPS Magic, p. 105), Prerequisites: Sense Spirit and 4 Knowledge spells
  • Recall (GURPS Magic, p. 104), Prerequisites: Magery 2, Memorize, and History
  • Reconstruct Spell (GURPS Magic, p. 104), Prerequisites: Magery 2, History, and Identify Spell
  • Remember Path (GURPS Magic, p. 105), Prerequisites: Find Direction and Memorize
  • Retro-Reading ((Pyramid 3/48: Secret Magic, p. 22), Prerequisite: Trace
  • Scents of the Past (GURPS Magic, p. 107), Prerequisite: Magery 2, History, and Odor
  • Schematic/TL* (GURPS Magic, p. 177), Prerequisites: Reveal Function and History
  • See Secrets (GURPS Magic, p. 105; Pyramid 3/60: Dungeon Fantasy III, p. 5), Prerequisites: Seeker and Aura
  • Seek Ley Line (GURPS Thaumatology: Urban Magics, p. 19), Prerequisite: Magery 1
  • Seek Magic (GURPS Magic, p. 102), Prerequisite: Detect Magic
  • Seek Navy (Pyramid 3/64: Pirates and Swashbucklers, p. 14), Prerequisites: Secret Spell (Seek Navy) and 8 Third-Level spells
  • Seeker (GURPS Basic Set, p. 249; GURPS Magic, p. 105), Prerequisites: Magery 1, IQ 12+, and 2 "Seek" spells
  • Sense Mana (GURPS Magic, p. 101), Prerequisite: Detect Magic
  • Small Vision (GURPS Magic, p. 111), Prerequisite: Keen Vision or 5 Light and Darkness spells; subject cannot have Blindness or Bad Sight
  • Summon Shade* (GURPS Magic, p. 102), Prerequisite: Summon Spirit or Divination
  • Tell Position (GURPS Magic, p. 101), Prerequisite: Measurement
  • Tell Time (GURPS Magic, p. 100), Prerequisites: None
  • Test Load (GURPS Magic, p. 101), Prerequisite: Measurement
  • Trace (GURPS Basic Set, p. 249; GURPS Magic, p. 106), Prerequisite: Seeker
  • Trace Labyrinth (GURPS Underground Adventures, p. 22), Prerequisites: Magery 1 and Seek Landform
  • Vision of Doom* (GURPS Magic: Death Spells, p. 15), Prerequisites: Magery 3 and Summon Shade
  • Water Vision (GURPS Magic, p. 187), Prerequisite: Shape Water
  • Wizard Ear (GURPS Magic, p. 104), Prerequisites: Apportation, Far-Hearing, and Sound Vision
  • Wizard Eye (GURPS Magic, p. 104), Prerequisites: Apportation and Keen Vision
  • Wizard Hand (GURPS Magic, p. 104), Prerequisites: Manipulate and Far-Feeling
  • Wizard Mouth (GURPS Magic, p. 104), Prerequisites: Apportation, Far-Tasting, and Great Voice
  • Wizard Nose (GURPS Magic, p. 104), Prerequisites: Apportation and Far-Tasting

Ley Line

  • Ley Buffer (GURPS Thaumatology: Urban Magics, p. 20), Prerequisites: Magery 1 and Ley Tap
  • Ley Float (GURPS Thaumatology: Urban Magics, p. 20), Prerequisites: Magery 3, Enchant, and Ley Supply
  • Ley Line Creation (GURPS Thaumatology: Urban Magics, p. 21), Prerequisites: Seek Ley Line and Apportation
  • Ley Running (GURPS Thaumatology: Urban Magics, p. 19), Prerequisites: Seek Ley Line and Haste
  • Ley Speech (GURPS Thaumatology: Urban Magics, p. 19), Prerequisites: Seek Ley Line and Voices
  • Ley Supply (GURPS Thaumatology: Urban Magics, p. 20), Prerequisites: Ley Tap and either Lend Energy or Minor Draw Power
  • Ley Tap (GURPS Thaumatology: Urban Magics, p. 20), Prerequisite: Seek Ley Line
  • Ley Vehicle (GURPS Thaumatology: Urban Magics, p. 19), Prerequisites: Ley Float and Ley Running
  • Seek Ley Line (GURPS Thaumatology: Urban Magics, p. 19), Prerequisite: Magery 1

Light and Darkness

  • Blackout (GURPS Magic, p. 112), Prerequisite: Darkness
  • Blur (GURPS Basic Set, p. 250; GURPS Magic, p. 113), Prerequisite: Darkness
  • Body of Shadow (GURPS Magic, p. 114), Prerequisite: Magery 2 and Shape Darkness
  • Bright Vision (GURPS Magic, p. 111), Prerequisites: Keen Vision or 5 Light spells; no Blindness
  • Cleansing Light* (GURPS Magic: Death Spells, p. 16), Prerequisites: Magery 3 and 10 Light and Darkness spells, including Flash, Light Jet, and Sunbolt
  • Colors (GURPS Magic, p. 110), Prerequisite: Light
  • Continual Light (GURPS Basic Set, p. 249; GURPS Magic, p. 110), Prerequisite: Light
  • Continual Mage Light (GURPS Magic, p. 113), Prerequisites: Mage Light and Continual Light
  • Continual Sunlight (GURPS Magic, p. 114), Prerequisite: Sunlight
  • Dark Vision (GURPS Magic, p. 111), Prerequisite: Continual Light
  • Darkness (GURPS Basic Set, p. 250; GURPS Magic, p. 111), Prerequisite: Continual Light
  • Flash (GURPS Magic, p. 112), Prerequisite: Continual Light
  • Gloom (GURPS Magic, p. 112), Prerequisite: Continual Light
  • Glow (GURPS Magic, p. 112), Prerequisite: Continual Light
  • Hawk Vision (GURPS Magic, p. 111), Prerequisites: Keen Vision or 5 Light spells; subject cannot have Blindness or Bad Sight
  • Hide (GURPS Magic, p. 113; GURPS Fantasy, p. 170), Prerequisites: Blur or Forgetfulness
  • Images of the Past (GURPS Magic, p. 105), Prerequisites: Magery 2, History, and Simple Illusion
  • Infravision (GURPS Magic, p. 111), Prerequisites: Keen Vision or 5 Light spells
  • Invisibility (GURPS Magic, p. 114; GURPS Fantasy, p. 170; Pyramid 3/60: Dungeon Fantasy III, p. 5), Prerequisites: Magery 2, IQ 13+, Invisibility, and Secret Spell (Mass Invisibility).
  • Light (GURPS Basic Set, p. 253; GURPS Magic, p. 110), Prerequisites: None
  • Light Jet (GURPS Magic, p. 112), Prerequisite: Continual Light or Shape Light
  • Mage Light (GURPS Magic, p. 113), Prerequisites Mage Sight and Light
  • Mass Invisibility (GURPS Magic Styles: Dungeon Magic, p. 32), Prerequisites: Magery 2, IQ 13+, Hallucination, and Secret Spell (Mass Hallucination)
  • Mass Shade (Pyramid 3/76: Dungeon Fantasy IV, p. 14), Prerequisites: IQ 12+ and Shade and Secret Spell (Mass Shade)
  • Mirror (GURPS Magic, p. 112), Prerequisite: Colors
  • Night Vision (GURPS Magic, p. 111; GURPS Fantasy, p. 170), Prerequisites: 5 Light and Darkness spells
  • Remove Reflection (GURPS Magic, p. 113), Prerequisite: Remove Shadow
  • Remove Shadow (GURPS Magic, p. 110), Prerequisite: Light
  • See Invisible (GURPS Magic, p. 113), Prerequisites: either Dark Vision and Infravision, or Invisibility
  • Shadow-Slay* (GURPS Magic: Death Spells, p. 16), Prerequisites: Magery 3, Body of Shadow, and Remove Shadow
  • Shade (GURPS Magic, p. 169), Prerequisites: Continual Light or Shield
  • Shape Darkness (GURPS Magic, p. 113), Prerequisite: Darkness
  • Shape Light (GURPS Magic, p. 111), Prerequisite: Light
  • Small Vision (GURPS Magic, p. 111), Prerequisite: Keen Vision or 5 Light and Darkness spells; subject cannot have Blindness or Bad Sight
  • Sunbolt (GURPS Magic, p. 114), Prerequisites: 6 Light and Darkness spells including Sunlight
  • Sunburst* (GURPS Magic: Artillery Spells, p. 18), Prerequisites: Magery 3 and at least 10 Light and Darkness spells, including Flash and Sunbolt
  • Sunlight (GURPS Magic, p. 114), Prerequisites: Magery 1, Glow, and Colors
  • Sun's Arc* (GURPS Magic: Artillery Spells, p. 18), Prerequisites: Magery 4 and at least 10 Light and Darkness spells, including Light Jet and Sunbolt
  • Wall of Light (GURPS Magic, p. 113), Prerequisite: Continual Light

Making and Breaking

  • Animate Object* (GURPS Magic, p. 117), Prerequisites: Magery 2 and 3 Shape spells
  • Annihilation* (GURPS Magic: Death Spells, p. 16), Prerequisites: Magery 3, Disintegrate, and either Deathtouch or Steal Vitality
  • Awaken Craft Spirit (GURPS Magic, p. 115), Prerequisites: Inspired Creation and Sense Spirit
  • Clean (GURPS Magic, p. 116), Prerequisite: Restore
  • Contract Object* (GURPS Magic, p. 120), Prerequisites: Magery 3 and Transform Object
  • Copy (GURPS Magic, p. 116), Prerequisites: Dye and 1 written Language at Accented
  • Destabilization* (GURPS Magic: Death Spells, p. 16), Prerequisites: Magery 3, Annihilation, and Explode
  • Disintegrate* (GURPS Magic, p. 120), Prerequisites: Magery 2, Shatter, Ruin, Earth to Air, Destroy Air, and Destroy Water
  • Draw Together Shards* (GURPS Alphabet Arcane, p. 9), Prerequisites: Repair, Trace, and Apportation
  • Dye (GURPS Magic, p. 116), Prerequisites: Restore and Colors
  • Enlarge Object* (GURPS Magic, p. 120), Prerequisite: Extend Object
  • Explode* (GURPS Magic, p. 118), Prerequisites: Magery 2, Shatter, and Apportation
  • Explosive Mine* (GURPS Magic: Artillery Spells, p. 19), Prerequisites: Magery 3 and at least 10 Making and Breaking spells, including Explode
  • Extend Object* (GURPS Magic, p. 120), Prerequisites: Magery 3 and Transform Object
  • Fasten (GURPS Magic, p. 118), Prerequisite: Knot
  • Find Weakness (GURPS Magic, p. 116), Prerequisites: 1 spell from each of 4 elements
  • Inscribe (GURPS Magic, p. 97), Prerequisites: Simple Illusion and Copy
  • Inspired Creation* (GURPS Magic, p. 115), Prerequisites: None
  • Knot (GURPS Magic, p. 117), Prerequisite: Stiffen
  • Mapmaker (GURPS Magic, p. 118), Prerequisites: Inscribe and Measurement
  • Minefield* (GURPS Magic: Artillery Spells, p. 19), Prerequisites: Magery 4 and Explosive Mine
  • Mystic Mark (GURPS Magic, p. 119), Prerequisites: Dye and Trace
  • Rebuild/TL* (GURPS Magic, p. 177), Prerequisites: Magery 3, Repair, Create Object, and 3 spells of each element
  • Rejoin (GURPS Magic, p. 116), Prerequisites: Weaken and Restore
  • Repair (GURPS Magic, p. 118), Prerequisites: Magery 2 and Rejoin
  • Reshape (GURPS Magic, p. 117), Prerequisites: Magery 1, Weaken, and either Shape Earth or Shape Plant
  • Restore (GURPS Magic, p. 116), Prerequisite: Find Weakness or Simple Illusion
  • Rive* (GURPS Magic, p. 117), Prerequisites: Magery 2 and Shatter
  • Ruin (GURPS Magic, p. 118), Prerequisites: Magery 1, Weaken, and Decay
  • Self-Repairing (Pyramid 3/76: Dungeon Fantasy IV, p. 15), Prerequisites: Magery 2, Repair, and Secret Spell (Self-Repairing)
  • Sharpen (GURPS Magic, p. 118), Prerequisite: Repair
  • Shatter* (GURPS Magic, p. 116), Prerequisites: Magery 1 and Weaken
  • Shatterproof (GURPS Magic, p. 118), Prerequisites: Repair and Shatter
  • Shrink Object* (GURPS Magic, p. 120), Prerequisite: Contract Object
  • Soilproof (GURPS Magic, p. 116; GURPS Thaumatology: Urban Magics, p. 33), Prerequisite: Materialize
  • Stiffen (GURPS Magic, p. 117), Prerequisite: Rejoin
  • Toughen (GURPS Magic, p. 119), Prerequisite: Shatterproof
  • Transfigure Object* (Pyramid 3/76: Dungeon Fantasy IV, p. 15), Prerequisites: Magery 3, Transform Object, and Secret Spell (Transfigure Object)
  • Transparency (GURPS Magic, p. 119), Prerequisites: Dye and Stone to Earth
  • Weaken (GURPS Magic, p. 116), Prerequisite: Find Weakness
  • Weapon Self* (GURPS Magic, p. 119), Prerequisite: Magery 2, Apportation, and 6 Making and Breaking spells including Reshape

Meta-Spell

  • Bless (GURPS Magic, p. 129), Prerequisites: Magery 2 and 2 spells each from 10 colleges
  • Catch Spell* (GURPS Magic, p. 123), Prerequisites: Magery 2, DX 12+, and Return Missile
  • Charge Powerstone* (GURPS Magic, p. 126), Prerequisites: Magery 3, Powerstone, and Lend Energy
  • Conceal Magic (GURPS Magic, p. 122), Prerequisite: Detect Magic
  • Counterspell (GURPS Basic Set, p. 250; GURPS Magic, p. 121), Prerequisites: Magery 1 and spell being countered
  • Curse (GURPS Magic, p. 129), Prerequisites: Magery 2 and 2 spells each from 10 colleges
  • Dispel Magic (GURPS Basic Set, p. 250; GURPS Magic, p. 126), Prerequisites: Counterspell and at least 12 other spells
  • Dispel Spark* (GURPS Magic: Death Spells, p. 17), Prerequisites: Magery 3, Drain Mana, and Remove Aura
  • Displace Spell (GURPS Magic, p. 124), Prerequisite: Suspend Magic
  • Drain Magery* (GURPS Magic, p. 130), Prerequisites: Magery 3 and Suspend Magery
  • Drain Mana* (GURPS Magic, p. 127), Prerequisites: Dispel Magic and Suspend Mana
  • Dread Curse* (GURPS Magic: Death Spells, p. 17), Prerequisites: Magery 3 and Curse
  • End Scene (Pyramid 3/28: Thaumatology II, p. 37), Prerequisites: None
  • False Aura (GURPS Magic, p. 122), Prerequisites: Conceal Magic and Aura
  • Great Ward (GURPS Magic, p. 122), Prerequisites: Magery 2 and Ward
  • Hang Spell (GURPS Magic, p. 128; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisite: Delay
  • Internalize Elixir (Pyramid 3/28: Thaumatology II, p. 10), Prerequisites: Magery 1, Detect Magic, and Know Recipie
  • Lend Spell (GURPS Magic, p. 126), Prerequisites: Magery 1, Lend Skill, and 1 spell each from 6 colleges
  • Ley Buffer (GURPS Thaumatology: Urban Magics, p. 20), Prerequisites: Magery 1 and Ley Tap
  • Ley Line Creation (GURPS Thaumatology: Urban Magics, p. 21), Prerequisites: Seek Ley Line and Apportation
  • Ley Supply (GURPS Thaumatology: Urban Magics, p. 20), Prerequisites: Ley Tap and either Lend Energy or Minor Draw Power
  • Magic Resistance (GURPS Magic, p. 123), Prerequisites: Magery 1 and 1 spell each from 7 colleges
  • Mana Vortex (GURPS Magic Styles: Dungeon Magic, p. 27), Prerequisites: Magery 2, Lend Energy, Sense Danger, Sense Mana, and Secret Spell (Mana Vortex).
  • Maintain Spell* (GURPS Magic, p. 128), Prerequisite: Link
  • Mana Storm* (GURPS Magic: Artillery Spells, p. 19), Prerequisites: Magery 4, Drain Mana, and Restore Mana
  • Penetrating Spell (GURPS Magic, p. 123), Prerequisites: Delay and Find Weakness
  • Pentagram (GURPS Magic, p. 124), Prerequisite: Spell Shield
  • Preemptive Experience* (Pyramid 3/28: Thaumatology II, p. 37), Prerequisites: None
  • Punishment Circle* (GURPS Magic: Artillery Spells, p. 19), Prerequisites: Magery 3 and either Pentagram or Repel Spirits
  • Raise Cone of Power (GURPS Thaumatology, p. 52), Prerequisites: Lend Energy and either Pentagram or Restore Mana
  • Reflect (GURPS Magic, p. 122), Prerequisite: Ward
  • Remove Aura (GURPS Magic, p. 127), Prerequisites: Dispel Magic and Aura
  • Remove Curse (GURPS Magic, p. 126), Prerequisite: Magery 2 and 1 spell from each of 15 colleges
  • Restore Mana* (GURPS Magic, p. 128), Prerequisite: Dispel Magic and Suspend Mana
  • Scryfool (GURPS Magic, p. 123), Prerequisites: Magery 2, Sense Observation, and Simple Illusion
  • Scryguard (GURPS Fantasy, p. 170), Prerequisite: Magery 1
  • Scrywall (GURPS Magic, p. 122; GURPS Thaumatology: Urban Magics, p. 33), Prerequisite: Scryguard
  • Seek Magic (GURPS Magic, p. 102), Prerequisite: Detect Magic
  • Sovereign Countermagic (GURPS Magic Styles: Dungeon Magic, p. 28), Prerequisites: Magery 3, Analyze Magic, Dispel Magic, and Secret Spell (Sovereign Countermagic).
  • Sovereign Ward (GURPS Magic Styles: Dungeon Magic, p. 28), Prerequisites: Magery 3, Dispel Magic, Ward, and Secret Spell (Sovereign Ward).
  • Spellguard* (GURPS Magic, p. 127), Prerequisite: Dispel Magic
  • Spell Shield (GURPS Magic, p. 124), Prerequisites: Magery 2, Scryguard, and Magic Resistance
  • Spell Wall (GURPS Magic, p. 124), Prerequisite: Spell Shield
  • Steal Spell* (GURPS Magic, p. 127), Prerequisites: Lend Spell and Great Ward
  • Suspend Curse (GURPS Magic, p. 125), Prerequisites: Magery 1 and 1 spell each from 12 colleges
  • Suspend Magery* (GURPS Magic, p. 130), Prerequisites: Magery 2 and 2 spells each from 10 colleges
  • Suspend Magic (GURPS Magic, p. 123), Prerequisites: Suspend Spell and 8 other spells
  • Suspend Mana* (GURPS Magic, p. 125), Prerequisites: Suspend Magic and 1 spell each from 10 colleges
  • Suspend Spell (GURPS Magic, p. 121), Prerequisite: Magery 1
  • Telecast* (GURPS Magic, p. 128), Prerequisites: Magery 3, Teleport, Wizard Eye, and 1 spell each from 10 colleges
  • Throw Spell* (GURPS Magic, p. 128), Prerequisites: Delay and Catch Spell
  • Void Bolt (Pyramid 3/25: Epic Magic, p. 19), Prerequisites: Magery 4, 4 Essential element spells of different colleges, and 4 missile spells, 1 from each of the Essential element spells taken as prerequisites
  • Ward (GURPS Magic, p. 122), Prerequisite: Magery 1

Linking

  • Delay (GURPS Magic, p. 130; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: Magery 3 and 15 spells
  • Link (GURPS Magic, p. 131; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisite: Delay
  • Reflex (GURPS Magic, p. 132; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: Delay and Ward

Mind Control

  • Alertness* (GURPS Magic, p. 133), Prerequisites: Magery 2 and Create Acid
  • Avoid (GURPS Magic, p. 140), Prerequisites: Hide, Fear, and Forgetfulness
  • Berserker (GURPS Magic, p. 134), Prerequisite: Bravery
  • Boost Intelligence (GURPS Magic, p. 37), Prerequisite: Wisdom
  • Bravery (GURPS Magic, p. 134), Prerequisite: Fear
  • Charm (GURPS Magic, p. 139), Prerequisites: M1, Loyalty, and 7 other Mind Control spells
  • Coma* (GURPS Magic: Death Spells, p. 17), Prerequisites: Magery 3, Lesser Geas, and Sleep
  • Command (GURPS Basic Set, p. 251; GURPS Magic, p. 136), Prerequisites: Magery 2 and Forgetfulness
  • Compel Lie (GURPS Magic, p. 137), Prerequisite: Emotion Control
  • Confuse Memory* (Pyramid 3/48: Secret Magic, p. 14), Prerequisite: Foolishness
  • Daze (GURPS Basic Set, p. 250; GURPS Magic, p. 134), Prerequisite: Foolishness
  • Discord (GURPS Magic Styles: Dungeon Magic, p. 31), Prerequisites: Magery 2, Emotion Control, Vexation, and Secret Spell (Discord)
  • Disorient (GURPS Magic, p. 135), Prerequisite: Foolishness
  • Dream Projection (GURPS Magic, p. 46), Prerequisite: Dream Sending
  • Dream Sending (GURPS Magic, p. 45), Prerequisite: Dream Viewing or Sleep
  • Drunkenness (GURPS Magic, p. 136), Prerequisite: Foolishness and Clumsiness
  • Dull (Sense) (GURPS Magic, p. 133), Prerequisites: None
    • Dull Hearing (GURPS Magic, p. 133), Prerequisites: None
    • Dull Taste and Smell (GURPS Magic, p. 133), Prerequisites: None
    • Dull Vision (GURPS Magic, p. 133), Prerequisites: None
  • Dullness* (GURPS Magic, p. 134), Prerequisites: 2 Dull spells
  • Ecstasy* (GURPS Magic, p. 139), Prerequisites: Magery 2 and Emotion Control
  • Emotion Control (GURPS Magic, p. 137), Prerequisites: Loyalty or Mental Stun
  • Encrypt (GURPS Magic, p. 135), Prerequisite: Daze
  • Enslave* (GURPS Magic, p. 141), Prerequisites: Charm and Telepathy
  • Enthrall (GURPS Magic, p. 139), Prerequisites: Forgetfulness, Daze, and Slow
  • False Memory (GURPS Magic, p. 139), Prerequisites: Forgetfulness and 6 other Mind Control spells
  • Fascinate (GURPS Magic, p. 135), Prerequisite: Daze
  • Fear (GURPS Magic, p. 139; GURPS Fantasy, p. 171), Prerequisites: Sense Emotion or Empathy
  • Foolishness (GURPS Basic Set, p. 250; GURPS Magic, p. 134), Prerequisite: IQ 12+
  • Forgetfulness (GURPS Basic Set, p. 250; GURPS Magic, p. 135), Prerequisites: Magery 1 and Foolishness
  • Glib Tongue (GURPS Magic, p. 141), Prerequisite: Suggestion
  • Great Geas* (GURPS Magic, p. 141; GURPS Social Engineering: Back to School, p. 24), Prerequisites: Magery 3 and 15 Mind Control spells including Lesser Geas
  • Great Hallucination* (GURPS Magic, p. 141), Prerequisites: Magery 2 and Hallucination
  • Hallucination (GURPS Magic, p. 140), Prerequisites: Madness and Suggestion
  • Keen (Sense) (GURPS Magic, p. 133), Prerequisites: None
    • Keen Hearing (GURPS Magic, p. 133), Prerequisites: None
    • Keen Taste and Smell (GURPS Magic, p. 133), Prerequisites: None
    • Keen Vision (GURPS Magic, p. 133), Prerequisites: None
  • Lesser Geas* (GURPS Magic, p. 140; GURPS Social Engineering: Back to School, p. 24), Prerequisites: Magery 2 and 10 Mind Control spells
  • Literary Hunger (Pyramid 3/48: Secret Magic, p. 21), Prerequisite: Magery 1
  • Loyalty (GURPS Magic, p. 136), Prerequisites: Bravery and 2 other Mind Control spells
  • Lure (GURPS Magic, p. 137), Prerequisite: Emotion Control
  • Madness (GURPS Magic, p. 136), Prerequisites: Forgetfulness or Drunkenness
  • Mass Charm (GURPS Magic Styles: Dungeon Magic, p. 31), Prerequisites: Magery 2, IQ 13+, Charm, and Secret Spell (Mass Charm)
  • Mass Daze (GURPS Basic Set, p. 251; GURPS Magic, p. 137), Prerequisites: Daze and IQ 13+
  • Mass Hallucination (GURPS Magic Styles: Dungeon Magic, p. 32), Prerequisites: Magery 2, IQ 13+, Hallucination, and Secret Spell (Mass Hallucination)
  • Mass Mutiliation* (GURPS Magic: Artillery Spells, p. 20), Prerequisites: Magery 4 and at least 10 Mind Control spells, including Madness and Mass Suggestion
  • Mass Sleep (GURPS Basic Set, p. 251; GURPS Magic, p. 137), Prerequisites: Sleep and IQ 13+
  • Mass Suggestion (GURPS Magic, p. 141), Prerequisite: Suggestion
  • Memorize (GURPS Magic, p. 105; GURPS Social Engineering: Back to School, p. 24), Prerequisites: Wisdom or 6 Knowledge spells
  • Mental Stun (GURPS Magic, p. 135), Prerequisites: Daze or Stun
  • Mind-Killer* (GURPS Magic: Death Spells, p. 17), Prerequisites: Magery 3, Sickness, and Strengthen Will
  • Mindlessness* (GURPS Magic, p. 137), Prerequisites: Magery 2 and Forgetfulness
  • Nightmare (GURPS Magic, p. 140), Prerequisites: Magery 2, Death Vision, Fear, and Sleep
  • Oath (GURPS Magic, p. 138), Prerequisites: Magery 1 and Emotion Control
  • Pacify (GURPS Magic Styles: Dungeon Magic, p. 24), Prerequisites: Magery 2, Persuasion, Relieve Madness, and Secret Spell (Pacify)
  • Panic (GURPS Magic, p. 134), Prerequisite: Fear
  • Peaceful Sleep (GURPS Magic, p. 138), Prerequisites: Sleep and Silence
  • Permanent Forgetfulness* (GURPS Magic, p. 138), Prerequisites: Magery 2, Forgetfulness, and IQ 13+
  • Permanent Madness* (GURPS Magic, p. 139), Prerequisites: Magery 2, Madness, and IQ 13+
  • Rear Vision (GURPS Magic, p. 134), Prerequisite: Alertness
  • Recall (GURPS Magic, p. 104), Prerequisites: Magery 2, Memorize, and History
  • Relieve Madness (GURPS Magic, p. 92), Prerequisites: Lend Vitality and Wisdom
  • Sickness (GURPS Magic, p. 138), Prerequisites: Drunkenness or Pestilence
  • Sleep (GURPS Basic Set, p. 251; GURPS Magic, p. 135), Prerequisite: Daze
  • Speed Reading (Pyramid 3/48: Secret Magic, p. 22), Prerequisite: IQ 12+ or Gift of Letters
  • Stabbing Party* (GURPS Magic: Artillery Spells, p. 20), Prerequisites: Magery 4 and at least 10 Mind Control spells, including Command and Mass Suggestion
  • Strengthen Will (GURPS Magic, p. 136), Prerequisites: Magery 1 and 6 Mind Control spells
  • Suggestion (GURPS Magic, p. 140), Prerequisites: Emotion Control and Forgetfulness
  • Terror (GURPS Magic, p. 134), Prerequisite: Fear
  • Vigil* (GURPS Magic, p. 138), Prerequisites: Magery 2, Sleep, and Lend Energy
  • Wallwalker (GURPS Magic, p. 144), Prerequisite: Apportation
  • Weaken Will (GURPS Magic, p. 136), Prerequisites: Magery 1 and Foolishness
  • Will Lock (GURPS Magic, p. 138), Prerequisite: Emotion Control
  • Wisdom (GURPS Magic, p. 135; GURPS Social Engineering: Back to School, p. 24), Prerequisites: 6 other Mind Control spells
  • Writer's Block (Pyramid 3/48: Secret Magic, p. 22), Prerequisite: Magery 1

Movement

  • Air Vortex (GURPS Magic, p. 26), Prerequisites: Magery 2, Body of Air, and Windstorm
  • Apportation (GURPS Basic Set, p. 251; GURPS Magic, p. 142), Prerequisite: Magery 1
  • Beacon (GURPS Magic, p. 83), Prerequisites: Teleport, Timeport, or Plane Shift
  • Blink (GURPS Magic, p. 148), Prerequisite: Teleport
  • Blink Other* (GURPS Magic, p. 148), Prerequisite: Blink
  • Cloud-Vaulting* (GURPS Magic, p. 148), Prerequisites: Magery 2, Jump, and Walk on Air
  • Cloud-Walking (GURPS Magic, p. 148), Prerequisites: Walk on Air and Walk on Water
  • Collision* (GURPS Magic: Artillery Spells, p. 21), Prerequisites: Magery 4 and at least 10 Movement spells, including Poltergeist and Pull
  • Crushing Fist* (GURPS Magic: Artillery Spells, p. 21), Prerequisites: Magery 4 and at least 10 Movement spells, including Distant Blow and Wizard Hand
  • Dancing Object (GURPS Magic, p. 144), Prerequisites: Magery 2 and Apportation
  • Deflect Missile (GURPS Basic Set, p. 251; GURPS Magic, p. 143), Prerequisite: Apportation
  • Disruption* (GURPS Magic: Death Spells, p. 17), Prerequisites: Magery 3 and any 10 Movement spells, including Manipulate and Undo
  • Distant Blow (GURPS Magic, p. 144), Prerequisite: Magery 2 and Apportation
  • Divert Teleport* (GURPS Magic, p. 84), Prerequisite: Mager 3 and Trace Teleport
  • Ethereal Body* (GURPS Magic, p. 146), Prerequisites: 6 Movement spells, or Magery 3 and Body of Air
  • Flight* (GURPS Magic, p. 145; GURPS Fantasy, p. 171), Prerequisites: Magery 2 and Levitation
  • Flying Carpet* (GURPS Magic, p. 145), Prerequisites: Flight, or Magery 2 and Walk on Air
  • Force Ball* (GURPS Magic: Artillery Spells, p. 24), Prerequisites: Magery 4, Catch Spell, Force Dome, and Sense Foes
  • Freedom (GURPS Magic, p. 148), Prerequisites: 3 Body Control spells, 3 Movement spells, and 3 Protection and Warning spells
  • Glue (GURPS Magic, p. 142), Prerequisite: Haste
  • Grease (GURPS Magic, p. 142), Prerequisite: Haste
  • Great Deflect Missile (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magic Styles: Dungeon Magic), Prerequisites: Magery 2, Secret Spell (Great Deflect Missile), and Deflect Missile
  • Great Haste* (GURPS Basic Set, p. 251; GURPS Magic, p. 146), Prerequisites: Magery 1, IQ 12+, and Haste
  • Haste (GURPS Basic Set, p. 251; GURPS Magic, p. 142), Prerequisites: None
  • Hawk Flight* (GURPS Magic, p. 146), Prerequisite: Flight
  • Hinder (GURPS Basic Set, p. 244; GURPS Magic, p. 36), Prerequisites: Clumsiness or Haste
  • Hold Fast (GURPS Magic, p. 143), Prerequisite: Apportation
  • Increase Burden (GURPS Magic, p. 143), Prerequisite: Apportation
  • Jump (GURPS Magic, p. 143), Prerequisite: Apportation
  • Levitation (GURPS Magic, p. 143; GURPS Fantasy, p. 171), Prerequisite: Apportation
  • Ley Float (GURPS Thaumatology: Urban Magics, p. 20), Prerequisites: Magery 3, Enchant, and Ley Supply
  • Ley Running (GURPS Thaumatology: Urban Magics, p. 19), Prerequisites: Seek Ley Line and Haste
  • Ley Vehicle (GURPS Thaumatology: Urban Magics, p. 19), Prerequisites: Ley Float and Ley Running
  • Light Tread (GURPS Magic, p. 145), Prerequisite: Apportation and Shape Earth
  • Lighten Burden (GURPS Magic, p. 143; GURPS Fantasy, p. 171), Prerequisite: Apportation
  • Lockmaster (GURPS Basic Set, p. 251; GURPS Magic, p. 144), Prerequisites: Magery 2 and Apportation
  • Locksmith (GURPS Magic, p. 143), Prerequisite: Apportation
  • Long March (GURPS Magic, p. 143), Prerequisites: Magery 1 and Clumsiness or Debility
  • Manipulate (GURPS Magic, p. 145), Prerequisite: Locksmith
  • Quarter* (GURPS Magic: Death Spells, p. 18), Prerequisites: Magery 3 and any 10 Movement spells, including Pull and Repel
  • Quick March (GURPS Magic, p. 144; GURPS Fantasy, p. 171), Prerequisites: Magery 1 and Haste
  • Poltergeist (GURPS Magic, p. 144), Prerequisite: Apportation
  • Pull (GURPS Magic, p. 146), Prerequisites: Magery 2 and 4 Movement spells including Levitation
  • Rapid Journey* (GURPS Magic, p. 82), Prerequisites: Magery 3 and either Teleport or Timeport
  • Remove Fetus (GURPS Bio-Tech, p. 32), Prerequisites: Ease Labor and either Minor Healing or Apportation
  • Repel (GURPS Magic, p. 146), Prerequisites: Magery 2 and 4 Movement spells including Levitation
  • Slasher* (GURPS Magic: Artillery Spells, p. 22), Prerequisites: Magery 4 and at least 10 Movement spells, including Dancing Object and Winged Knife
  • Slide (GURPS Magic, p. 145), Prerequisites: Apportation and Grease
  • Slow (GURPS Magic, p. 145), Prerequisites: Magery 1, Haste, and Hinder
  • Slow Fall (GURPS Magic, p. 144), Prerequisite: Apportation
  • Splat* (GURPS Magic: Artillery Spells, p. 16), Prerequisites: Magery 4 and Create Door
  • Swim (GURPS Magic, p. 147), Prerequisites: Shape Water and Levitation
  • Transfer Pregnancy (GURPS Bio-Tech, p. 32), Prerequisites: Magery 2 and Remove Fetus
  • Teleport* (GURPS Magic, p. 147; GURPS Fantasy, p. 171), Prerequisites: Hawk Flight or IQ 15+, and at least 1 spell from 10 colleges
  • Teleport Other* (GURPS Magic, p. 147), Prerequisites: Magery 3 and Teleport
  • Trace Teleport (GURPS Magic, p. 84), Prerequisites: Teleport, Timeport, or Plane Shift
  • Undo (GURPS Magic, p. 145), Prerequisite: Locksmith
  • Winged Knife (GURPS Magic, p. 145), Prerequisite: Poltergeist
  • Wizard Hand (GURPS Magic, p. 104), Prerequisites: Manipulate and Far-Feeling

Necromancy

  • Affect Spirits (GURPS Magic, p. 151), Prerequisite: Solidify
  • Age* (GURPS Magic, p. 154), Prerequisites: Youth or 6 Necromantic spells
  • Animate Shadow (GURPS Magic, p. 154), Prerequisites: Skull-Spirit and Shape Darkness
  • Animation* (GURPS Magic, p. 150), Prerequisite: Summon Spirit
  • Astral Block (GURPS Magic, p. 159), Prerequisites: Summon Spirit and Repel Spirits
  • Astral Vision* (GURPS Magic, p. 105), Prerequisites: Sense Spirit and See Invisible
  • Awaken Craft Spirit (GURPS Magic, p. 115), Prerequisites: Inspired Creation and Sense Spirit
  • Banish (GURPS Magic, p. 156), Prerequisites: Magery 1 and 1 spell each from 10 colleges
  • Bind Spirit* (GURPS Magic, p. 158), Prerequisites: Command Spirit and Soul Jar
  • Burning Death* (GURPS Magic, p. 76), Prerequisites: Magery 2, Heat, and Sickness
  • Command Spirit (GURPS Magic, p. 153), Prerequisites: Summon Spirit and Turn Spirit
  • Control Zombie (GURPS Magic, p. 152), Prerequisite: Zombie
  • Death Vision (GURPS Basic Set, p. 251; GURPS Magic, p. 149), Prerequisites: Magery 1
  • Entrap Spirit (GURPS Magic, p. 157), Prerequisites: Magery 1, Soul Jar, and Turn Spirit
  • Evisceration* (GURPS Magic, p. 154), Prerequisites: Magery 3, Apportation, and Steal Vitality
  • Final Rest (GURPS Magic, p. 89), Prerequisites: Magery 1 or Spirit Empathy
  • Grasping Doom* (GURPS Magic Styles: Dungeon Magic, p. 15), Prerequisites: Mass Zombie and Secret Spell (Grasping Doom)
  • Hellspawn (GURPS Bio-Tech, p. 32), Prerequisite: Summon Demon
  • Lich* (GURPS Magic, p. 159), Prerequisites: Magery 3, IQ 13+, Enchant, Soul Jar, and Zombie
  • Mass Zombie* (GURPS Magic, p. 153; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: Zombie and Charisma 2+
  • Materialize (GURPS Magic, p. 150), Prerequisite: Summon Spirit
  • Pestilence (GURPS Magic, p. 154), Prerequisites: Magery 1, Steal Vitality, and Decay
  • Plague Touch* (GURPS Magic: Artillery Spells, p. 11), Prerequisites: Magery 4, Deathtouch, Pestilence, and Sense Foes
  • Plant Zombie (Pyramid 3/68: Natural Magic, p. 10), Prerequisites: Zombie and at least four Plant spells
  • Punishment Circle* (GURPS Magic: Artillery Spells, p. 19), Prerequisites: Magery 3 and either Pentagram or Repel Spirits
  • Repel Spirits (GURPS Magic, p. 158), Prerequisites: Banish and Turn Spirit
  • Resurrection* (GURPS Magic, p. 94), Prerequisites: Instant Regeneration and Summon Spirit
  • Rotting Death* (GURPS Magic, p. 154), Prerequisites: Magery 2, Sickness, and Pestilence
  • Sense Spirit (GURPS Basic Set, p. 252; GURPS Magic, p. 149), Prerequisite: Death Vision
  • Skull-Spirit (GURPS Magic, p. 151), Prerequisites: 4 Necromantic spells
  • Slow Healing (GURPS Magic, p. 153), Prerequisites: Magery 1, Frailty, and Steal Vitality
  • Solidify (GURPS Magic, p. 151), Prerequisite: Materialize
  • Soul Jar* (GURPS Magic, p. 154), Prerequisites: Magery 1 and 6 Necromantic spells including Steal Vitality
  • Soul Prison* (GURPS Magic: Death Spells, p. 18 and GURPS Magic Styles: Dungeon Magic, p. 16), Prerequisites: Magery 3, Banish, and Soul Jar (Magery 3, Banish, Soul Jar, any four of Animate Shadow, Possession, Repel Spirits, Divination (Dactylomancy)*, Mass Zombie, Summon Demon, Pentagram, Summon Earth Elemental, Phase Other, or Zombie Summoning and Secret Spell (Soul Prison) according to GURPS Magic Styles: Dungeon Magic)
  • Spirit Incursion* (GURPS Magic: Artillery Spells, p. 22), Prerequisites: Magery 4 and at least 10 Necromantic spells, including Skull-Spirit
  • Steal (Attribute) (GURPS Magic, p. 158), Prerequisites: Magery 3 and varies
    • Steal Might (GURPS Magic, p. 158), Prerequisites: Magery 3, Steal Vitality, and Debility
    • Steal Dexterity (GURPS Magic, p. 158), Prerequisites: Magery 3, Steal Vitality, and Clumsiness
    • Steal Wisdom (GURPS Magic, p. 158), Prerequisites: Magery 3, Steal Vitality, and Foolishness
    • Steal Vigor (GURPS Magic, p. 158), Prerequisites: Magery 3, Steal Energy, and Frailty
  • Steal Beauty* (GURPS Magic, p. 159), Prerequisites: Magery 3, Alter Visage, and Steal Vitality
  • Steal Energy (GURPS Magic, p. 150), Prerequisite: Minor Healing
  • Steal Skill* (GURPS Magic, p. 158), Prerequisites: Magery 3, Borrow Skill, and Daze
  • Steal Vitality (GURPS Magic, p. 150), Prerequisite: Steal Energy
  • Steal Youth* (GURPS Magic, p. 158), Prerequisites: Youth, Age, and Steal Vitality
  • Stop Healing (GURPS Magic, p. 153), Prerequisite: Slow Healing
  • Strike Barren (GURPS Magic, p. 41), Prerequisites: Magery 1, Steal Vitality, and Decay
  • Suicide (GURPS Magic: Death Spells, p. 19), Prerequisite: Magery 1
  • Summon Demon (GURPS Basic Set, p. 252; GURPS Magic, p. 155), Prerequisites: Magery 1 and at least 1 spell from 10 colleges
  • Summon Spirit (GURPS Basic Set, p. 252; GURPS Magic, p. 150), Prerequisites: Magery 2 and Death Vision
  • Turn Spirit (GURPS Magic, p. 151), Prerequisites: Fear and Sense Spirit
  • Turn Zombie (GURPS Basic Set, p. 252; GURPS Magic, p. 152), Prerequisite: Zombie
  • Weaken Blood (GURPS Magic, p. 40), Prerequisites: Sickness or Steal Vitality
  • Wraith* (GURPS Magic, p. 160), Prerequisites: Magery 3, IQ 13+, Enchant, Halt Aging, and Soul Jar
  • Zombify* (GURPS Magic: Death Spells, p. 18), Prerequisites: Magery 3, Pestilence, and Zombie
  • Zombie (GURPS Basic Set, p. 252; GURPS Magic, p. 151; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: Summon Spirit and Lend Vitality
  • Zombie Summoning (GURPS Magic, p. 153), Prerequisite: Zombie

Plant

  • Animate Plant (GURPS Magic, p. 164), Prerequisites: 7 Plant spells
  • Arboreal Immurement (GURPS Magic, p. 165), Prerequisites: Magery 2 and Walk through Wood
  • Blade of Grass (GURPS Magic: Plant Spells, p. 10), Prerequisite: Shape Plant
  • Bless Plants (GURPS Magic, p. 161; GURPS Fantasy, p. 172), Prerequisite: Heal Plant
  • Blight (GURPS Magic, p. 162), Prerequisite: Plant Growth
  • Bloodsucking Branches (GURPS Magic: Plant Spells, p. 11), Prerequisites: Magery 1, 6 Plant spells, and Weaken Blood
  • Blossom (GURPS Magic, p. 162), Prerequisite: Plant Growth
  • Body of Leaves (GURPS Magic: Plant Spells, p. 11), Prerequisites: Body of Slime and Plant Form Other
  • Body of Slime (GURPS Magic, p. 165), Prerequisites: Magery 2, Plant Form, and Shape Water
  • Body of Wood (GURPS Magic, p. 165), Prerequisites: Magery 2 and Plant Form
  • Breakfall Plants (GURPS Magic, p. 144 (Slow Fall); GURPS Magic: Plant Spells, p. 13), Prerequisites: Magery 1, Apportation, and Walk Through Plants
  • Buoyant Plant Life (GURPS Magic: Plant Spells, p. 11), Prerequisites: Magery 1 and Identify Plant
  • Capturing Vines (GURPS Magic: Plant Spells, p. 12), Prerequisite: Grasping Branch
  • Change Species* (GURPS Magic: Plant Spells, p. 12), Prerequisites: Magery 2 and Reverse Plant Growth
  • Conceal (GURPS Magic, p. 162), Prerequisite: Plant Growth
  • Create Paper (GURPS Magic: Plant Spells, p. 12), Prerequisites: Magery 2 and Heal Plant
  • Create Plant (GURPS Magic, p. 163), Prerequisites: Magery 1 and Plant Growth
  • Devil's Dust* (GURPS Magic: Artillery Spells, p. 23), Prerequisites: Magery 4 and at least 10 Plant spells, including Pollen Cloud
  • Druid's Panacea* (GURPS Magic: Plant Spells, p. 12), Prerequisites: Magery 3, Body of Wood, and Plant Empathy
  • Essential Paper (Pyramid 3/48: Secret Magic, p. 21), Prerequisites: None
  • Essential Wood (GURPS Magic, p. 164), Prerequisites: 6 Plant spells
  • Exploding Vegetable (GURPS Magic, p. 118 (Explode); GURPS Magic: Plant Spells, p. 13), Prerequisite: Shape Plant
  • False Tracks (GURPS Magic, p. 163), Prerequisites: Shape Plant and Shape Earth
  • Fast Plant Growth (GURPS Magic: Plant Spells, p. 12), Prerequisites: Magery 1 and Plant Growth
  • Fling Fruit (GURPS Magic, p. 144 (Poltergeist); GURPS Magic: Plant Spells, p. 13), Prerequisites: Magery 1, Apportation, and Shape Plant
  • Forest Defense (GURPS Magic: Plant Spells, p. 13), Prerequisite: Animate Plant
  • Forest Warning (GURPS Magic, p. 162), Prerequisite: Sense Danger or 4 Plant spells
  • Gather Moss* (GURPS Magic: Plant Spells, p. 13), Prerequisites: Fast Plant Growth and Hair Growth
  • Grant Plant Intelligence (GURPS Magic, p. 135 (Wisdom); GURPS Magic: Plant Spells, p. 13), Prerequisites: Magery 2 and Plant Speech
  • Grasping Branch (GURPS Magic: Plant Spells, p. 14), Prerequisites: Magery 2 and Animate Plant
  • Green Death (GURPS Magic: Plant Spells, p. 14), Prerequisites: Magery 2, Create Plant, and Sickness
  • Green Telurgy (GURPS Magic: Plant Spells, p. 14), Prerequisite: Plant Speech
  • Harvest (GURPS Magic: Plant Spells, p. 14), Prerequisites: Magery 1, Apportation, Identify Plant, and Measurement
  • Heal Plant (GURPS Magic, p. 161; GURPS Fantasy, p. 171), Prerequisite: Identify Plant
  • Hide Path (GURPS Magic, p. 162), Prerequisite: Heal Plant
  • Hypnotic Leaves (GURPS Magic: Plant Spells, p. 15), Prerequisites: Magery 1, Daze, and Plant Sense
  • Identify Plant (GURPS Magic, p. 161; GURPS Fantasy, p. 171), Prerequisite: Seek Plant
  • Improved Firewood (GURPS Magic: Plant Spells, p. 15), Prerequisite: Identify Plant
  • Invoke Fence (GURPS Magic: Plant Spells, p. 15), Prerequisites: Magery 2 and Heal Plant
  • Ironweed* (GURPS Magic: Artillery Spells, p. 23), Prerequisites: Magery 1, Essential Wood, and Plant Growth
  • Join Plants (GURPS Magic: Plant Spells, p. 15), Prerequisite: Shape Plant
  • Miniaturize Plant* (GURPS Magic: Plant Spells, p. 16), Prerequisites: Magery 2 and Reverse Plant Growth
  • Murder Blossom* (GURPS Magic: Death Spells, p. 19), Prerequisites: Magery 3, Create Plant, and Pollen Cloud
  • Plant Control (GURPS Magic, p. 164), Prerequisites: Plant Sense
  • Plant Form (GURPS Magic, p. 164), Prerequisites: Magery 1 and 6 Plant Spells
  • Plant Form Other* (GURPS Magic, p. 165), Prerequisites: Magery 2 and Plant Form
  • Plant Growth (GURPS Magic, p. 162), Prerequisite: Heal Plant
  • Plant to Object (GURPS Magic: Plant Spells, p. 16), Prerequisites: Magery 1 and Shape Plants
  • Plant Sense (GURPS Magic, p. 163), Prerequisites: Forest Warning and Hide Path
  • Plant Speech (GURPS Magic, p. 164), Prerequisite: Identify Sense
  • Plant Vision (GURPS Magic, p. 162), Prerequisite: Shape Plant
  • Plant Zombie (Pyramid 3/68: Natural Magic, p. 10), Prerequisites: Zombie and at least four Plant spells
  • Poison Thorns (Pyramid 3/68: Natural Magic, p. 10), Prerequisites: Magery 1 and at least six Plant spells
  • Pollen Cloud (GURPS Magic, p. 162), Prerequisite: Shape Plant
  • Process Plant/TL* (GURPS Magic: Plant Spells, p. 16), Prerequisites: Magery 2, Distill, and Heal Plant
  • Purify Earth (GURPS Magic, p. 54), Prerequisite: Create Earth and Plant Growth
  • Rain of Nuts ((GURPS Magic, p. 165), Prerequisites: Magery 1 and 6 Plant spells including Shape Plant
  • Rain of Thorns (Pyramid 3/68: Natural Magic, p. 10), Prerequisite: Poison Thorns
  • Razor Grass (GURPS Magic: Plant Spells, p. 16), Prerequisites: Magery 1, Essential Wood, and Plant Growth
  • Rejuvenate Plant (GURPS Magic, p. 163), Prerequisites: Magery 1 and Plant Growth
  • Resilient Vegetation (GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 1 and Shape Plant
  • Reverse Plant Growth (GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 1 and Plant Growth
  • Run Across Treetops (GURPS Magic: Plant Spells, p. 17), Prerequisites: Breakfall Plants and Levitation
  • Searching Roots (GURPS Magic: Plant Spells, p. 18), Prerequisites: Magery 2 and Animate Plant
  • See Plant Health (GURPS Magic: Plant Spells, p. 19), Prerequisites: None
  • Seek Plant (GURPS Magic, p. 161; GURPS Fantasy, p. 171), Prerequisites: None
  • Shape Plant (GURPS Magic, p. 161), Prerequisite: Identify Plant
  • Shuriken Leaf (GURPS Magic: Plant Spells, p. 19), Prerequisites: Magery 1 and Blade of Grass
  • Slimy Skin (GURPS Magic: Plant Spells, p. 19), Prerequisites: Shape Water and Wooden Arm
  • Spying Blossom (GURPS Magic: Plant Spells, p. 19), Prerequisite: Plant Sense
  • Summon Dryad (GURPS Magic, pp. 27-28 (Summon Air Elemental); GURPS Magic: Plant Spells, p. 13), Prerequisites: Magery 1, Sense Spirit, and 7 Plant spells
  • Swamp Rot* (GURPS Magic: Death Spells, p. 19), Prerequisites: Magery 3 and Body of Slime
  • Tangle Growth (GURPS Magic, p. 162), Prerequisite: Plant Growth
  • Toxic Plant (GURPS Magic: Plant Spells, p. 19), Prerequisites: Magery 1, Plant Growth, and Sickness
  • Trapped Light (GURPS Magic: Plant Spells, p. 20), Prerequisites: Flash and Plant Growth
  • Tree Bark Armor (GURPS Magic: Plant Spells, p. 20), Prerequisites: Magery 1, Essential Wood, and Shape Plant
  • Treetop Blink (GURPS Magic: Plant Spells, p. 20), Prerequisites: Magery 2, Forest Defense, and Run Across Treetops
  • Undergrowth Ambush (GURPS Magic: Plant Spells, p. 21), Prerequisite: Searching Roots
  • Vine to Snake (GURPS Magic, pp. 98-99 (Create Animal); GURPS Magic: Plant Spells, p. 13), Prerequisites: Magery 2 and Create Plant
  • Walk through Plants (GURPS Magic, p. 163), Prerequisites: Hide Path and Shape Plant
  • Walk through Wood (GURPS Magic, p. 164), Prerequisites: Walk through Plants
  • Wither Plant (GURPS Magic, p. 163), Prerequisite: Blight
  • Wooden Arm (GURPS Magic: Plant Spells, p. 21), Prerequisites: Magery 1 and 6 Plant spells
  • Woodfall (GURPS Magic: Plant Spells, p. 21), Prerequisite: Rain of Nuts
  • Wood Golem (GURPS Magic, p. 59 (Golem); GURPS Magic: Plant Spells, p. 13), Prerequisites: Animation, Enchant, and Shape Plant

Fungus

  • Animate Fungus (GURPS Magic, p. 164 (Animate Plant); GURPS Magic: Plant Spells, p. 17), Prerequisite: Fungus Control
  • Bless Fungus (GURPS Magic, p. 161 (Bless Plants); GURPS Magic: Plant Spells, p. 17), Prerequisite: Heal Fungus
  • Blight (GURPS Magic, p. 162; GURPS Magic: Plant Spells, p. 17), Prerequisite: Fungus Growth
  • Body of Fungus (GURPS Magic, p. 165 (Body of Wood); GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 2 and Fungus Form
  • Body of Slime (GURPS Magic, p. 165; GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 2 and Fungus Form
  • Choke (GURPS Magic, p. 40; GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 1 and Spore Cloud
  • Create Fungus (GURPS Magic, p. 163 (Create Plant); GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 1 and Fungus Growth
  • Cure Disease (GURPS Magic, p. 91; GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 3 and Identify Fungus
  • Decay (GURPS Magic, p. 77; GURPS Magic: Plant Spells, p. 17), Fungus Growth
  • Foul Water (GURPS Magic, p. 185; GURPS Magic: Plant Spells, p. 17), Prerequisite: Decay
  • Fungus Control (GURPS Magic, p. 164 (Plant Control); GURPS Magic: Plant Spells, p. 17), Prerequisites: 6 Fungus spells
  • Fungus Form (GURPS Magic, p. 164 (Plant Form); GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 1 and 6 Fungus Spells
  • Fungus Form Other* (GURPS Magic, p. 165 (Plant Form Other); GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 2 and Fungus Form
  • Fungus Growth (GURPS Magic, p. 162 (Plant Growth); GURPS Magic: Plant Spells, p. 17), Prerequisite: Heal Fungus
  • Fungus Speech (GURPS Magic, p. 164 (Plant Speech); GURPS Magic: Plant Spells, p. 17), Prerequisite: Identify Fungus
  • Heal Fungus (GURPS Magic, p. 161 (Heal Plant); GURPS Magic: Plant Spells, p. 17), Prerequisite: Identify Fungus
  • Identify Fungus (GURPS Magic, p. 161 (Identify Plant); GURPS Magic: Plant Spells, p. 17), Prerequisite: Seek Fungus
  • Instant Neutralize Poison (GURPS Magic, p. 92; GURPS Magic: Plant Spells, p. 17), Prerequisite: Neutralize Poison
  • Itch (GURPS Magic, p. 35; GURPS Magic: Plant Spells, p. 17), Prerequisite: Fungus Growth
  • Mature (GURPS Magic, p. 78; GURPS Magic: Plant Spells, p. 17), Prerequisite: Decay
  • Neutralize Poison (GURPS Magic, p. 92; GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 3 and Identify Fungus
  • Pestilence (GURPS Magic, p. 154; GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 1 and Sickness
  • Poison Food (GURPS Magic, p. 78; GURPS Magic: Plant Spells, p. 17), Prerequisite: Decay
  • Rotting Death* (GURPS Magic, p. 154; GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 2 and Pestilence
  • Ruin (GURPS Magic, p. 118; GURPS Magic: Plant Spells, p. 17), Prerequisites: Magery 1 and Decay
  • Seek Fungus (GURPS Magic, p. 161 (Seek Plant); GURPS Magic: Plant Spells, p. 17), Prerequisites: None
  • Shape Fungus (GURPS Magic, p. 161 (Shape Plant); GURPS Magic: Plant Spells, p. 17), Prerequisite: Identify Fungus
  • Sickness (GURPS Magic, p. 138; GURPS Magic: Plant Spells, p. 17), Prerequisite: Itch
  • Spore Cloud (GURPS Magic, p. 162 (Pollen Cloud); GURPS Magic: Plant Spells, p. 17), Prerequisite: Fungus Growth
  • Wither Plant (GURPS Magic, p. 163; GURPS Magic: Plant Spells, p. 17), Prerequisite: Blight

Protection and Warning

  • Armor (GURPS Basic Set, p. 253; GURPS Magic, p. 167), Prerequisites: Magery 2 and Shield
  • Atmosphere Dome (GURPS Magic, p. 169), Prerequisites: Purify Air and Weather Dome
  • Black Sphere* (GURPS Magic: Death Spells, p. 20), Prerequisites: Magery 3 and Utter Dome
  • Bladeturning (GURPS Magic, p. 168), Prerequisites: Shield or Turn Blade
  • Block (GURPS Magic, p. 166), Prerequisite: Magery 1
  • Book Binding (Pyramid 3/48: Secret Magic, p. 20), Prerequisites: None
  • Catch Missile (GURPS Magic, p. 168), Prerequisite: Deflect Missile
  • Coolness (GURPS Magic, p. 187), Prerequisite: Cold
  • Deflect Missile (GURPS Basic Set, p. 251; GURPS Magic, p. 143), Prerequisite: Apportation
  • Detect Poison (GURPS Magic, p. 166), Prerequisites: Sense Danger or Test Food
  • Diminishing Dome* (GURPS Magic: Artillery Spells, p. 24), Prerequisites: Magery 4 and Force Dome
  • Force Ball* (GURPS Magic: Artillery Spells, p. 24), Prerequisites: Magery 4, Catch Spell, Force Dome, and Sense Foes
  • Force Dome (GURPS Magic, p. 170), Prerequisites: Magery 1, Weather Dome, and Apportation
  • Force Wall (GURPS Magic, p. 170), Prerequisite: Force Dome
  • Force Guillotine* (GURPS Magic: Death Spells, p. 20), Prerequisites: Magery 3 and Force Wall
  • Freedom (GURPS Magic, p. 148), Prerequisites: 3 Body Control spells, 3 Movement spells, and 3 Protection and Warning spells
  • Great Deflect Missile (Pyramid 3/4: Magic on the Battlefield, p. 9), Prerequisites: Magery 2, Secret Spell (Great Deflect Missile), and Deflect Missile
  • Hardiness (GURPS Magic, p. 167), Prerequisite: Block
  • Iron Arm (GURPS Magic, p. 169), Prerequisites: Resist Pain and DX 11+
  • Magelock (GURPS Basic Set, p. 253; GURPS Magic, p. 166), Prerequisite: Magery 1
  • Mass Coolness (Pyramid 3/76: Dungeon Fantasy IV, p. 14), Prerequisites: IQ 12+ and Coolness and Secret Spell (Mass Coolness)
  • Mass Resist Acid (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magical Styles: Dungeon Magic, p. 13)), Prerequisites: IQ 13+, Secret Spell (Mass Resist Acid), and Resist Acid
  • Mass Resist Disease (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magical Styles: Dungeon Magic, p. 13)), Prerequisites: IQ 13+, Secret Spell (Mass Resist Disease), and Resist Disease
  • Mass Resist Lightning (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magical Styles: Dungeon Magic, p. 13)), Prerequisites: IQ 13+, Secret Spell (Mass Resist Lightning), and Resist Lightning
  • Mass Resist Poison (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magical Styles: Dungeon Magic, p. 13)), Prerequisites: IQ 13+, Secret Spell (Mass Resist Poison), and Resist Poison
  • Mass Shade (Pyramid 3/76: Dungeon Fantasy IV, p. 14), Prerequisites: IQ 12+ and Shade and Secret Spell (Mass Shade)
  • Missile Shield (GURPS Magic, p. 168; GURPS Thaumatology: Urban Magics, p. 33), Prerequisite: Apportation or Shield
  • Mystic Mist (GURPS Magic, p. 168), Prerequisites: Magery 1 and either Watchdog or Shield
  • Nightingale (GURPS Magic, p. 167), Prerequisite: Sense Danger
  • Protect Animal (GURPS Magic, p. 32), Prerequisites: Armor, Watchdog, and Animal spells
  • Reflect Gaze* (GURPS Magic, p. 168), Prerequisite: Mirror
  • Resist Acid (GURPS Magic, p. 190), Prerequisite: Create Acid
  • Resist Disease (GURPS Magic, p. 90), Prerequisites: Remove Contagion or Vigor
  • Resist Lightning (GURPS Magic, p. 196), Prerequisite: 6 Air Spells
  • Resist Poison (GURPS Magic, p. 91), Prerequisite: Vigor
  • Resist Pressure (GURPS Magic, p. 169), Prerequisite: Weather Dome
  • Resist Radiation (GURPS Magic, p. 182), Prerequisites: 3 Radiaition spells
  • Resist Sound (GURPS Magic, p. 173), Prerequisites: 4 Sound spells
  • Resist Water (GURPS Magic, p. 186), Prerequisites: Umbrella, or Shape Water and Destroy Water
  • Return Missile (GURPS Magic, p. 168), Prerequisite: Catch Missile
  • Reverse Missiles (GURPS Magic, p. 168; Pyramid 3/60: Dungeon Fantasy III, p. 5), Prerequisites: Missile Shield or Force Dome
  • Sense Danger (GURPS Magic, p. 166), Prerequisites: Sense Foes or Danger Sense
  • Sense Observation (GURPS Magic, p. 167), Prerequisites: Sense Danger or Scryguard
  • Shade (GURPS Magic, p. 169), Prerequisites: Continual Light or Shield
  • Shield (GURPS Basic Set, p. 252; GURPS Magic, p. 167), Prerequisite: Magery 2
  • Warmth (GURPS Magic, p. 74), Prerequisite: Heat
  • Watchdog (GURPS Magic, p. 167; GURPS Thaumatology: Urban Magics, p. 33), Prerequisite: Sense Danger
  • Weather Dome (GURPS Magic, p. 169), Prerequisites: 2 spells from each of 4 elements
  • Teleport Shield (GURPS Magic, p. 170), Prerequisites: Watchdog and either Spell Shield or Teleport
  • Turn Blade (GURPS Magic, p. 167), Prerequisites: Apportation or Spasm
  • Umbrella (GURPS Magic, p. 185), Prerequisites: Shape Water or Shield
  • Utter Dome (GURPS Magic, p. 170), Prerequisites: Magery 2, Force Dome, and Spell Shield
  • Utter Wall (GURPS Magic, p. 170), Prerequisites: Utter Dome and Spell Wall

Sound

  • Alter Voice (GURPS Magic, p. 41), Prerequisite: 4 Body Control spells and 4 Sound spells
  • Concussion (GURPS Magic, p. 26), Prerequisites: Shape Air and Thunderclap
  • Converse (GURPS Magic, p. 173), Prerequisites: Magery 1, Garble, and Silence
  • Delayed Message (GURPS Magic, p. 173), Prerequisites: Magery 1, Voices, and Sense Life
  • Disrupt (GURPS Magic Styles: Dungeon Magic, p. 23), Prerequisites: Magery 2, Concussion, Sound Jet, and Secret Spell (Disrupt).
  • Echoes of the Past (GURPS Magic, p. 107), Prerequisites: Magery 2, History, and Voices
  • Far-Hearing (GURPS Magic, p. 173), Prerequisites: Magery 1 and 4 Sound spells; may not have Deafness or Hard of Hearing
  • Garble (GURPS Magic, p. 172), Prerequisite: Voices
  • Great Voice (GURPS Magic, p. 173), Prerequisites: Voices and Thunderclap
  • Hush (GURPS Magic, p. 172), Prerequisite: Silence
  • Imitiate Voice (GURPS Magic, p. 172), Prerequisite: Voices
  • Improved Concussion* (GURPS Magic: Artillery Spells, p. 25), Prerequisites: Magery 4 and at least seven Sound spells, including Concussion and Great Voice
  • Invisible Wizard Ear (GURPS Magic, p. 174), Prerequisites: Wizard Ear and Invisibility
  • Ley Speech (GURPS Thaumatology: Urban Magics, p. 19), Prerequisites: Seek Ley Line and Voices
  • Fatal Frequency* (GURPS Magic: Death Spells, p. 20), Prerequisites: Magery 3, Concussion, and Sound Jet
  • Keen Hearing (GURPS Magic, p. 133), Prerequisites: None
  • Mage-Stealth (GURPS Magic, p. 172), Prerequisite: Hush
  • Message (GURPS Magic, p. 173), Prerequisites: Great Voice and Seeker
  • Musical Scribe (GURPS Magic, p. 174), Prerequisite: Scribe
  • Noise (GURPS Magic, p. 173), Prerequisite: Wall of Silence
  • Perilous Pulsations* (GURPS Magic: Artillery Spells, p. 25), Prerequisites: Magery 4 and at least seven Sound spells, including Concussion and Sound Jet
  • Resist Sound (GURPS Magic, p. 173), Prerequisites: 4 Sound spells
  • Scribe (GURPS Magic, p. 174), Prerequisites: Voices, Dancing Object, and 1 written Language at Accented or better
  • Silence (GURPS Magic, p. 171; GURPS Fantasy, p. 172), Prerequisite: Sound
  • Silver Tongue (GURPS Magic, p. 174), Prerequisites: Voices and Emotion Control
  • Sound (GURPS Magic, p. 171; GURPS Fantasy, p. 172), Prerequisites: None
  • Sound Jet (GURPS Magic, p. 173), Prerequisite: Great Voice
  • Sound Vision (GURPS Magic, p. 171), Prerequisite: Keen Hearing or Acute Hearing
  • Thunderclap (GURPS Magic, p. 171), Prerequisite: Sound
  • Voices (GURPS Magic, p. 172), Prerequisite: Sound
  • Wail of the Banshee* (GURPS Magic: Death Spells, p. 20), Prerequisites: Magery 3 and any 10 Sound spells, including Message
  • Wall of Silence (GURPS Magic, p. 172), Prerequisite: Silence
  • Withering Wall* (GURPS Magic: Artillery Spells, p. 25), Prerequisites: Magery 4 and at least 10 Sound spells, including Great Voice and Noise
  • Wizard Ear (GURPS Magic, p. 174), Prerequisites: Apportation, Far-Hearing, and Sound Vision
  • Wizard Mouth (GURPS Magic, p. 104), Prerequisite: Apportation, Far-Tasting, and Great Voice

Technology

Machine

  • Awaken Building/TL (GURPS Thaumatology: Urban Magics, p. 33), Prerequisites: Animation; to cast, also 5 spells from a college appropriate to its main material
  • Awaken Computer/TL* (GURPS Magic, p. 178), Prerequisites: Animation and Wisdom
  • Animate Machine/TL* (GURPS Magic, p. 177), Prerequisites: Machine Control and either Animation or Animate Object
  • Essential Paper (Pyramid 3/48: Secret Magic, p. 21), Prerequisites: None
  • Glitch/TL (GURPS Magic, p. 178), Prerequisite: Machine Control
  • Ley Vehicle (GURPS Thaumatology: Urban Magics, p. 19), Prerequisites: Ley Float and Ley Running
  • Machine Control/TL (GURPS Magic, p. 176), Prerequisites: Reveal Function, Locksmith, and Lightning
  • Machine Possession/TL (GURPS Magic, p. 178), Prerequisites: Machine Control and either Rider Within or Soul Rider
  • Machine Speech/TL (GURPS Magic, p. 176), Prerequisite: Machine Summoning
  • Machine Summoning/TL (GURPS Magic, p. 176), Prerequisite Machine Control
  • Malfunction/TL (GURPS Magic, p. 177), Prerequisites: Magery 2 and Glitch
  • Permanent Machine Possession* (GURPS Magic, p. 178), Prerequisites: Magery 3 and Machine Possession
  • Rebuild/TL* (GURPS Magic, p. 177), Prerequisites: Magery 3, Repair, Create Object, and 3 spells of each element
  • Reckless Reconstitution* (GURPS Magic: Death Spells, p. 21), Prerequisites: Rebuild
  • Reveal Function/TL (GURPS Magic, p. 176), Prerequisite: Seek Machine
  • Schematic/TL* (GURPS Magic, p. 177), Prerequisites: Reveal Function and History
  • Seek Machine/TL (GURPS Magic, p. 175), Prerequisites: None
  • Sense Nano (GURPS Bio-Tech, p. 32), Prerequisites: Sense Disease and IQ 15+, or Seek Machine and Small Vision
  • Sequence DNA (GURPS Bio-Tech, p. 32), Prerequisites: Magery 2 and either Divination (Genomancy) or Analyze Heredity

Energy

  • Alter Nanovirus (GURPS Bio-Tech, p. 30), Prerequisites: Sense Nano and Manipulate DNA
  • Conduct Power/TL* (GURPS Magic, p. 180), Prerequisites: Magery 1 and Seek Power
  • Create Fuel/TL (GURPS Magic, p. 179), Prerequisites: Seek Fuel and 2 transmutation spells
  • Death Ray* (GURPS Magic: Artillery Spells, p. 26), Prerequisites: Magery 4, Lightning, and Radiation Jet
  • Draw Power/TL* (GURPS Magic, p. 180), Prerequisites: Steal Power and 2 spells from 10 different colleges
  • Essential Fuel/TL (GURPS Magic, p. 179), Prerequisites: 6 Energy spells
  • Lend Power/TL (GURPS Magic, p. 180), Prerequisites: Magery 2 and Seek Power
  • Magnetic Vision (GURPS Magic, p. 181), Prerequisite: Keen Vision
  • Minor Conduct Power/TL (GURPS Thaumatology: Urban Magics, p. 26) Prerequisites: Seek Power
  • Minor Draw Power/TL (GURPS Thaumatology: Urban Magics, p. 26) Prerequisites: Minor Conduct Power and 1 spell from 10 different colleges
  • Preserve Fuel/TL (GURPS Magic, p. 179), Prerequisite: Test Fuel
  • Propel/TL (GURPS Magic, p. 180), Prerequisites: Create Fuel and Dancing Object
  • Purify Fuel/TL (GURPS Magic, p. 179), Prerequisites: Purify Water or Decay
  • Radio Hearing (GURPS Magic, p. 181), Prerequisite: Keen Hearing
  • Seek Fuel/TL (GURPS Magic, p. 179), Prerequisites: None
  • Seek Power/TL (GURPS Magic, p. 179), Prerequisites: None
  • Spectrum Vision* (GURPS Magic, p. 181), Prerequisite: Infravision
  • Steal Power/TL* (GURPS Magic, p. 180), Prerequisites: Magery 2, Minor Healing, and Conduct Power
  • Stop Power (GURPS Magic, p. 179), Prerequisites: None
  • Stop Impulse* (GURPS Magic: Death Spells, p. 21), Prerequisites: Magery 3, Stop Power, and Total Paralysis
  • Test Fuel/TL (GURPS Magic, p. 179), Prerequisites: None

Radiation

  • Breathe Radiation* (GURPS Magic, p. 182), Prerequisites: Magery 2 and Radiation Jet
  • Cure Radiation* (GURPS Magic, p. 182), Prerequisites: Resist Radiation and Major Healing
  • Extinguish Radiation* (GURPS Magic, p. 181), Prerequisites: Magery 2, Extinguish Fire, Earth to Air, and Irradiate
  • Flammability* (GURPS Magic: Artillery Spells, p. 26), Prerequisites: Magery 3, Essential Fuel, and Purify Fuel
  • Irradiate (GURPS Magic, p. 181), Prerequisites: 2 Earth spells and 2 Fire spells
  • Manipulate DNA (GURPS Bio-Tech, p. 32), Prerequisites: Sequence DNA and Apportation, or Create Chimera
  • Mass Resist Radiation (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magical Styles: Dungeon Magic, p. 13)), Prerequisites: IQ 13+, Secret Spell (Mass Resist Radiation), and Resist Radiation
  • Radiation Jet (GURPS Magic, p. 182), Prerequisites: Irradiate and Resist Radiation
  • Resist Radiation (GURPS Magic, p. 182), Prerequisites: 3 Radiaition spells
  • See Radiation (GURPS Magic, p. 181), Prerequisites: None
  • Seek Radiation (GURPS Magic, p. 181), Prerequisites: None

Metal and Plastic

  • Alloy Metal (Pyramid 3/91: Thaumatology IV, p. 22), Prerequisites: Magery 1 and Shape Metal
  • Anvil Strike* (Pyramid 3/91: Thaumatology IV, p. 23), Prerequisites: Magery 3, Rain of Shards, and Teleport
  • Arrow (Pyramid 3/91: Thaumatology IV, p. 23), Prerequisite: Create Metal
  • Bloody Iron (Pyramid 3/91: Thaumatology IV, p. 23), Prerequisite: Move Metal
  • Blunderbuss (Pyramid 3/91: Thaumatology IV, p. 23), Prerequisite: Arrow
  • Body of Metal* (GURPS Magic, p. 183), Prerequisites: Magery 2 and Shape Metal
  • Body of Plastic* (GURPS Magic, p. 183), Prerequisites: Magery 2 and Shape Plastic
  • Celestial Shotgun (Pyramid 3/91: Thaumatology IV, p. 24), Prerequisites: Magery 2 and Blunderbuss
  • Conjure Shield (Pyramid 3/91: Thaumatology IV, p. 24), Prerequisite: Create Metal
  • Control Metal Elemental (Pyramid 3/91: Thaumatology IV, p. 27), Prerequisite: Summon Metal Elemental
  • Create Metal (Pyramid 3/91: Thaumatology IV, p. 24), Prerequisite: Earth to Stone
  • Create Metal Elemental (Pyramid 3/91: Thaumatology IV, p. 27), Prerequisites: Magery 2 and Control Metal Elemental
  • Essential Metal (Pyramid 3/91: Thaumatology IV, p. 24), Prerequisites: Six Metal spells
  • Flesh to Metal (Pyramid 3/91: Thaumatology IV, p. 25), Prerequisites: Magery 2 and Create Metal
  • Identify Metal (GURPS Magic, p. 182), Prerequisites: None
  • Identify Metal (variant) (Pyramid 3/91: Thaumatology IV, p. 25), Prerequisite: Seek Metal
  • Identify Plastic (GURPS Magic, p. 182), Prerequisites: Seek Plastic
  • Metal to Flesh (Pyramid 3/91: Thaumatology IV, p. 25), Prerequisite: Flesh to Metal
  • Flesh to Stone (Pyramid 3/91: Thaumatology IV, p. 25), Prerequisites: Stone to Metal or any four Metal spells
  • Metal Vision (GURPS Magic, p. 183), Prerequisite: Shape Metal
  • Move Metal (Pyramid 3/91: Thaumatology IV, p. 25), Prerequisite: Shape Metal
  • Plastic Vision (GURPS Magic, p. 183), Prerequisite: Shape Plastic
  • Purify Metal (Pyramid 3/91: Thaumatology IV, p. 26), Prerequisite: Restore Metal
  • Rain of Shards (Pyramid 3/91: Thaumatology IV, p. 26), Prerequisite: Celestial Shotgun
  • Restore Metal (Pyramid 3/91: Thaumatology IV, p. 26), Prerequisite: Rust
  • Rust (Pyramid 3/91: Thaumatology IV, p. 27), Prerequisites: Magery 1 and Create Metal
  • Seek Metal (Pyramid 3/91: Thaumatology IV, p. 27), Prerequisites: None
  • Seek Plastic (GURPS Magic, p. 182), Prerequisites: None
  • Shape Metal (GURPS Magic, p. 182), Prerequisites: Magery 1 and either Shape Plant or 6 Tech spells
  • Sharpen Blade (Pyramid 3/91: Thaumatology IV, p. 27), Prerequisite: Shape Metal
  • Smelt Ore (Pyramid 3/91: Thaumatology IV, p. 27), Prerequisites: Shape Metal and Shape Earth
  • Stone to Metal (Pyramid 3/91: Thaumatology IV, p. 27), Prerequisites: Magery 2 and Shape Metal
  • Summon Metal Elemental (Pyramid 3/91: Thaumatology IV, p. 27), Prerequisites: Magery 1 and either eight Metal spells or four Metal spells and another Summon Elemental spell.
  • Transmute Metal (Pyramid 3/91: Thaumatology IV, p. 28), Prerequisites: Create Metal and Alloy Metal
  • Walk Through Metal (Pyramid 3/91: Thaumatology IV, p. 28), Prerequisites: Four Metal Spells

Water

  • Acid Ball (GURPS Magic, p. 191), Prerequisites: Magery 2 and Create Acid
  • Acid Jet (GURPS Magic, p. 192), Prerequisites: Magery 2, Water Jet, and Create Acid
  • Alkahest Jet (Pyramid 3/25: Epic Magic, p. 18), Prerequisites: Magery 4, Essential Acid, and Acid Jet
  • Alkahest Sphere (Pyramid 3/25: Epic Magic, p. 18), Prerequisites: Magery 4, Essential Acid, and Acid Ball
  • Arctic Blast* (GURPS Magic: Artillery Spells, p. 27), Prerequisites: Magery 4, Frostbite, and Icy Breath
  • Boil Water (GURPS Magic, p. 192), Prerequisites: Shape Water and Heat
  • Breathe Air (GURPS Magic, p. 26), Prerequisites: Create Water and Destroy Air
  • Breathe Steam* (GURPS Magic, p. 192), Prerequisites: Magery 1, Steam Jet, and Resist Fire
  • Breathe Water (GURPS Basic Set, p. 243; GURPS Magic, p. 189), Prerequisites: Create Air and Destroy Water
  • Body of Ice* (GURPS Magic, p. 189), Prerequisites: Magery 2, Body of Water, and Freeze
  • Body of Water (GURPS Magic, p. 185), Prerequisite: Shape Water
  • Boil Water (GURPS Magic, p. 189), Prerequisites: Shape Water and Heat
  • Control Water Elemental (GURPS Magic, p. 28), Prerequisites: Summon Water Elemental
  • Condense Steam (GURPS Magic, p. 189), Prerequisites: Cold or Boil Water
  • Cone of Corrosion* (GURPS Magic: Artillery Spells, p. 27), Prerequisites: Magery 4 and Acid Jet
  • Coolness (GURPS Magic, p. 187), Prerequisite: Cold
  • Create Acid (GURPS Magic, p. 190; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: Create Water and Create Earth
  • Create Ice (GURPS Magic, p. 188; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisite: Freeze
  • Create Spring (GURPS Magic, p. 190), Prerequisites: Dry Spring and Shape Water
  • Create Steam (GURPS Magic, p. 190), Prerequisite: Boil Water
  • Create Water (GURPS Basic Set, p. 253; GURPS Magic, p. 184; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisite: Purify Water
  • Create Water Elemental (GURPS Magic, p. 22), Prerequisites: Magery 2 and Control Water Elemental
  • Current (GURPS Magic, p. 194), Prerequisites: 6 Water spells
  • Dehydrate (GURPS Magic, p. 188), Prerequisites: 5 Water spells, including Destroy Water
  • Destroy Water (GURPS Basic Set, p. 253; GURPS Magic, p. 185), Prerequisite: Create Water
  • Dissipate* (GURPS Magic: Death Spells, p. 21 and GURPS Magical Styles: Dungeon Magic, p.8), Prerequisites: Magery 3, plus either Body of Water and Earth to Water, or Flesh to Ice and Melt Ice. Alternatively, Magery 3, Body of Fluid, Earth to Fluid, and Secret Spell (Dissipate).
  • Distill (GURPS Magic, p. 89), Prerequisites: Mature and Destroy Water
  • Drown* (GURPS Magic: Death Spells, p. 21), Prerequisites: Magery 3, Breathe Air, and Breathe Water
  • Dry Spring (GURPS Magic, p. 188), Prerequisites: Destroy Water and Shape Earth
  • Earth to Water (GURPS Magic, p. 52), Prerequisites: Magery 1, Create Water, and Shape Earth
  • Essential Acid* (GURPS Magic, p. 192; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: Magery 3 and all 6 Acid spells
  • Essential Water (GURPS Magic, p. 189; Pyramid 3/60: Dungeon Fantasy III, p. 6), Prerequisites: 6 Water spells
  • Flow (GURPS Magical Styles: Dungeon Magic, p.9), Prerequisites: Body of Fluid and Secret Spell (Flow).
  • Fog (GURPS Basic Set, p. 253; GURPS Magic, p. 193), Prerequisite: Shape Water
  • Foul Water (GURPS Magic, p. 185), Prerequisites: Purify Water and Decay
  • Flesh to Ice* (GURPS Magic, p. 190), Prerequisites: Magery 1, Frostbite, and Body of Water
  • Freeze (GURPS Magic, p. 185), Prerequisite: Shape Water
  • Frost (GURPS Magic, p. 193), Prerequisites: Create Water or Cold
  • Frostbite (GURPS Magic, p. 189), Prerequisites: Frost and Freeze
  • Geyser* (GURPS Magic, p. 190), Prerequisites: 6 Water spells including Create Spring, and either 4 Earth spells or 4 Fire spells
  • Hail (GURPS Magic, p. 195), Prerequisite: Snow
  • Ice Dagger (GURPS Magic, p. 188), Prerequisites: Ice Sphere or Water Jet
  • Ice Slick (GURPS Magic, p. 186), Prerequisite: Frost
  • Ice Sphere (GURPS Magic, p. 186), Prerequisite: Shape Water
  • Ice Storm* (GURPS Magic: Artillery Spells, p. 29), Prerequisites: Magery 4, Hail, and Storm
  • Icy Breath* (GURPS Magic, p. 192), Prerequisites: Magery 1, Snow Jet, and Resist Cold
  • Icy Missile (GURPS Magic, p. 186), Prerequisite: Icy Weapon
  • Icy Touch (GURPS Magic, p. 188), Prerequisites: Magery 1 and 5 Water spells
  • Icy Weapon (GURPS Basic Set, p. 253; GURPS Magic, p. 185), Prerequisite: Create Water
  • Infiltrate* (GURPS Magical Styles: Dungeon Magic, p. 9), Prerequisites: Body of Fluid and Secret Spell (Infiltrate).
  • Mass Coolness (Pyramid 3/76: Dungeon Fantasy IV, p. 14), Prerequisites: IQ 12+ and Coolness and Secret Spell (Mass Coolness)
  • Mass Resist Acid (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magical Styles: Dungeon Magic, p. 13)), Prerequisites: IQ 13+, Secret Spell (Mass Resist Acid), and Resist Acid
  • Melt Ice (GURPS Magic, p. 186), Prerequisites: Heat or Freeze
  • Mud Jet (GURPS Magic, p. 52), Prerequisites: Water Jet and Create Earth, or Create Water and Sand Jet
  • Purify Water (GURPS Basic Set, p. 253; GURPS Magic, p. 184), Prerequisite: Seek Water
  • Rain (GURPS Magic, p. 195), Prerequisite: Clouds
  • Rain of Acid (GURPS Magic, p. 191), Prerequisites: Magery 2, Create Water, and Create Earth
  • Rain of Alkahest (Pyramid 3/25: Epic Magic, p. 19), Prerequisites: Magery 4, Essential Acid, and Rain of Acid
  • Rain of Ice Daggers (GURPS Magic, p. 192), Prerequisites: Magery 2, Hail, and Ice Dagger
  • Resist Acid (GURPS Magic, p. 190), Prerequisite: Create Acid
  • Resist Water (GURPS Magic, p. 186), Prerequisites: Umbrella, or Shape Water and Destroy Water
  • Scald* (GURPS Magic: Artillery Spells, p. 27), Prerequisites: Magery 4, Create Steam, and Steam Jet
  • Seek Coastline (GURPS Magic, p. 184), Prerequisite: Seek Water
  • Seek Water (GURPS Basic Set, p. 253; GURPS Magic, p. 184), Prerequisites: None
  • Shape Water (GURPS Basic Set, p. 253; GURPS Magic, p. 185), Prerequisite: Create Water
  • Snow (GURPS Magic, p. 193), Prerequisite: Clouds and Frost
  • Snow Jet (GURPS Magic, p. 189), Prerequisites: Water Jet and Freeze
  • Snow Shoes (GURPS Magic, p. 186), Prerequisite: Shape Water
  • Spit Acid* (GURPS Magic, p. 192), Prerequisites: Magery 3, Acid Jet, and Resist Acid
  • Spit Alkahest (Pyramid 3/25: Epic Magic, p. 19), Prerequisites: Magery 4, Essential Flame, and Spit Acid
  • Steam Jet (GURPS Magic, p. 191), Prerequisites: Water Jet and Boil Water
  • Storm (GURPS Magic, p. 195), Prerequisites: Rain and Hail
  • Stygian Cold (Pyramid 3/25: Epic Magic, p. 18), Prerequisites: Magery 4, Essential Water, and Frostbite
  • Stygian Ice Dagger (Pyramid 3/25: Epic Magic, p. 18), Prerequisites: Magery 4, Essential Water, and Ice Dagger
  • Stygian Ice Sphere (Pyramid 3/25: Epic Magic, p. 18), Prerequisites: Magery 4, Essential Water, and Ice Sphere
  • Stygian Touch (Pyramid 3/25: Epic Magic, p. 18), Prerequisites: Magery 4, Essential Water, and Icy Touch
  • Summon Water Elemental (GURPS Magic, p. 27), Prerequisites: Magery 1 and either 8 Water spells or 4 Water spells and another Summon Elemental spell
  • Swim (GURPS Magic, p. 147), Prerequisites: Shape Water and Levitation
  • Tide (GURPS Magic, p. 194), Prerequisites: 8 Water spells
  • Transfer Water (GURPS Thaumatology: Urban Magics, p. 34), Prerequisites: Magery 1 and Shape Water
  • Umbrella (GURPS Magic, p. 185), Prerequisites: Shape Water or Shield
  • Walk on Water (GURPS Magic, p. 186), Prerequisite: Shape Water
  • Walk through Water (GURPS Magic, p. 188), Prerequisite: Magery 1 and Shape Water
  • Water Jet (GURPS Magic, p. 187), Prerequisite: Shape Water
  • Water Vision (GURPS Magic, p. 187), Prerequisite: Shape Water
  • Waves (GURPS Magic, p. 194), Prerequisites: Shape Water
  • Whirlpool (GURPS Magic, p. 187), Prerequisite: Shape Water
  • Wilting* (GURPS Magic: Artillery Spells, p. 28), Prerequisites: Magery 4 and at least 10 Water spells, including Dehydrate

Weather

  • Ball of Lightning (GURPS Magic, p. 197), Prerequisites: Apportation and Lightning
  • Body of Lightning* (GURPS Magic, p. 198), Prerequisites: Magery 2 and Lightning
  • Chain Lightning* (GURPS Magic: Artillery Spells, p. 29), Prerequisites: Magery 4, Ball of Lightning, and Resist Lightning
  • Cloud-Vaulting* (GURPS Magic, p. 148), Prerequisites: Magery 2, Jump, and Walk on Air
  • Cloud-Walking (GURPS Magic, p. 148), Prerequisites: Walk on Air and Walk on Water
  • Clouds (GURPS Magic, p. 194), Prerequisites: 2 Water spells and 2 Air spells
  • Cool (GURPS Magic, p. 195), Prerequisites: Cold and 4 Air spells
  • Current (GURPS Magic, p. 194), Prerequisites: 6 Water spells
  • Explosive Lightning (GURPS Magic, p. 196), Prerequisite: Lightning
  • Fog (GURPS Magic, p. 193), Prerequisite: Shape Water
  • Frost (GURPS Magic, p. 193), Prerequisites: Create Water or Cold
  • Grave Grounding* (GURPS Magic: Death Spells, p. 22), Prerequisites: Magery 3, Body of Lightning, and Resist Lightning
  • Hail (GURPS Magic, p. 195), Prerequisite: Snow
  • Ice Storm* (GURPS Magic: Artillery Spells, p. 29), Prerequisites: Magery 4, Hail, and Storm
  • Improved Explosive Lightning* (GURPS Magic: Artillery Spells, p. 29), Prerequisites: Magery 4 and at least 10 Air spells or 10 Weather spells, including Explosive Lightning
  • Lethal Lightning* (GURPS Magic: Death Spells, p. 22), Prerequisites: Magery 3, Annihilation, and Explode
  • Lightning (GURPS Basic Set, p. 244; GURPS Magic, p. 196), Prerequisites: Magery 1 and 6 other Air spells
  • Lightning Armor (GURPS Magic, p. 198), Prerequisites: 6 Lightning spells including Resist Lightning
  • Lightning Missiles (GURPS Magic, p. 198), Prerequisite: Lightning Weapon
  • Lightning Weapon (GURPS Magic, p. 198), Prerequisites: Magery 2 and Lightning
  • Lightning Whip (GURPS Magic, p. 196), Prerequisites: Lightning
  • Mass Resist Lightning (Pyramid 3/4: Magic on the Battlefield, p. 9 and GURPS Magical Styles: Dungeon Magic, p. 13)), Prerequisites: IQ 13+, Secret Spell (Mass Resist Lightning), and Resist Lightning
  • Predict Weather (GURPS Basic Set, p. 243; GURPS Magic, p. 193), Prerequisites: 4 Air spells
  • Rain (GURPS Magic, p. 195; GURPS Fantasy, p. 168), Prerequisite: Clouds
  • Resist Lightning (GURPS Magic, p. 196), Prerequisite: 6 Air Spells
  • Shocking Touch (GURPS Magic, p. 196), Prerequisites: Lightning
  • Snow (GURPS Magic, p. 193), Prerequisite: Clouds and Frost
  • Spark Cloud (GURPS Magic, p. 196), Prerequisites: Shape Air and Lightning
  • Spark Storm (GURPS Magic, p. 196), Prerequisites: Windstorm and Lightning
  • Storm (GURPS Magic, p. 195), Prerequisites: Rain and Hail
  • Stroke of Lightning (GURPS Magic Styles: Dungeon Magic, p. 19), Prerequisites: Any three of Ball of Lightning, Flaming Armor, Rain of Acid, Breathe Fire, Flaming Missiles, Rain of Fire, Breathe Steam, Flaming Weapon Rive, Burning Touch, Lightning Armor, Shocking Touch, Continual Sunlight, Lightning Missiles, Spark Cloud, Explosive Fireball, Lightning Stare, Spark Storm, Explosive Lightning, Lightning Weapon, Spit Acid, Fire Cloud, Lightning Whip, Wall of Lightning and Secret Spell (Stroke of Lightning)
  • Tide (GURPS Magic, p. 194), Prerequisites: 8 Water spells
  • Wall of Lightning (GURPS Magic, p. 197), Prerequisites: Lightning
  • Warm (GURPS Magic, p. 195), Prerequisites: Heat and 4 Air spells
  • Waves (GURPS Magic, p. 194), Prerequisites: Shape Water
  • Weather Dome (GURPS Magic, p. 169), Prerequisites: 2 spells from each of 4 elements
  • Wind (GURPS Magic, p. 193), Prerequisite: Windstorm

Yellow Goblin Magic

  • Alter Gender (Pyramid 3/28: Thaumatology II, p. 14), Prerequisite: Androgyny
  • Androgyny (Pyramid 3/28: Thaumatology II, p. 14), Prerequisites: Sense Man and Great Voice
  • Dye Yellow (Pyramid 3/28: Thaumatology II, p. 14), Prerequisites: 12 Yellow Goblin Magic spells
  • Sense Goblin (Pyramid 3/28: Thaumatology II, p. 15), Prerequisites: 12 Yellow Goblin Magic spells
  • Sense Man (Pyramid 3/28: Thaumatology II, p. 15), Prerequisites: 12 Yellow Goblin Magic spells
  • Spark of Eros (Pyramid 3/28: Thaumatology II, p. 15), Prerequisite: Trusted Fellow
  • Sunburst* (Pyramid 3/28: Thaumatology II, p. 15), Prerequisite: Sunbolt
  • True King (Pyramid 3/28: Thaumatology II, p. 16), Prerequisite: Trusted Fellow
  • Trusted Fellow (Pyramid 3/28: Thaumatology II, p. 16), Prerequisites: Sense Man and Great Voice

Other Spells

  • Exclude (Ethical Category) (GURPS Thaumatology, p. 50), Prerequisites: GM's choice
  • Loyalty of (Ethical Category) (GURPS Thaumatology, p. 50), Prerequisites: GM's choice
  • Protection from (Ethical Category) (GURPS Thaumatology, p. 49), Prerequisites: GM's choice
  • Repel (Ethical Category) (GURPS Thaumatology, p. 49), Prerequisites: GM's choice
  • Seek (Ethical Category) (GURPS Thaumatology, p. 49), Prerequisites: GM's choice
  • Self-Destruct (GURPS Magic: Artillery Spells, p. 23), Prerequisites: Magery 1 and at least one spell from each of 10 different colleges
  • Sense (Ethical Category) (GURPS Thaumatology, p. 49), Prerequisites: GM's choice