TEXT: Written by JASON “PK” LEVINE
  Illustrated by DAN SMITH  
  and NIKOLA VRTIS
  Additional Material by STEVE JACKSON, 
   SEAN PUNCH, S. JOHN ROSS,  
  and DANIEL U. THIBAULT
  Reviewers: Douglas H. Cole, Vicky “Molokh” Kolenko, Christopher R. Rice, William H. Stoddard, and Antoni Ten Monrós
  GURPS, Pyramid, Warehouse 23, the all-seeing pyramid, Protection and Warning Spells, and the names of all products published  
  by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license.  
  GURPS Sorcery: Protection and Warning Spells is copyright © 2016 by Steve Jackson Games Incorporated. All rights reserved.
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  STEVE JACKSON GAMES
  Stock #37-1657 
  Version 1.0 – July 2016
  ®
  GURPS System Design z STEVE JACKSON
  GURPS Line Editor z SEAN PUNCH
  Assistant GURPS Line Editor z JASON “PK” LEVINE
  GURPS Project Manager z STEVEN MARSH
  Production Artist and Indexer z NIKOLA VRTIS
  GURPS FAQ Maintainer z  
  VICKY “MOLOKH” KOLENKO
  Chief Executive Officer z PHILIP REED
  Chief Operating Officer z SAMUEL MITSCHKE
  Executive Editor z MIRANDA HORNER
  Marketing Director z RHEA FRIESEN
  Director of Sales z ROSS JEPSON
  Page Design z PHIL REED and JUSTIN DE WITT
   Art Direction and Prepress Checker z NIKKI VRTIS
  Protection and 
  Warning SPellS
  TM
  
  IntroductIon  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Recommended Books  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Beyond Sorcery  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Publication History  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  About the Author  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  ProtectIon and WarnIng SPellS  .  .  .  .  .  . 4
  Armor  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Atmosphere Dome  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Black Sphere  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Bladeturning .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Catch Missile  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Blocked  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Coolness  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Detect Poison  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  “Magical Creatures”  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Force Dome  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Force Guillotine  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Force Wall  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Freedom  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Iron Arm .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Magelock  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Missile Shield .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Mystic Mist .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Nightingale .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Protect Animals  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Reflect Gaze  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Resist Acid  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Sealed (Acid-Resistant Only)  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Resist Disease .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Resist Lightning  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Resist Poison  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Resist Pressure  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Resist Radiation .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  Resist Sound .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Resist Water  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Internal Defenses  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Reverse Missiles  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 11
  Sense Danger  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  Sense Observation  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  Shade  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  Shield  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Teleport Shield .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Umbrella .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Utter Dome .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Utter Wall  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Warmth .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Watchdog  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Weather Dome  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
   
  Contents 
  2
  Contents
  About GURPS
  Steve Jackson Games is committed to full sup-
  port of GURPS players . Our address is SJ Games, P .O . 
  Box 18957, Austin, TX 78760 . Please include a self-ad-
  dressed, stamped envelope (SASE) any time you write us!  
  We can also be reached by e-mail: info@sjgames.com. 
  Resources include:
  New supplements and adventures. GURPS continues to 
  grow – see what’s new at gurps.sjgames.com.
  Warehouse 23. Our online store offers GURPS adven-
  tures, play aids, and support in PDF form  .  .  . digital cop-
  ies of our books, plus exclusive material available only on 
  Warehouse 23! Just head over to warehouse23.com.
  Pyramid (pyramid.sjgames.com) . Our monthly PDF 
  magazine includes new rules and articles for GURPS, sys-
  temless locations, adventures, and much more . Look for 
  each themed issue from Warehouse 23!
  Internet. Visit us on the World Wide Web at sjgames.
  com for errata, updates, Q&A, and much more . To discuss 
  GURPS with our staff and your fellow gamers, visit our 
  forums at forums.sjgames.com. The GURPS Sorcery: 
  Protection and Warning Spells web page can be found at 
  gurps.sjgames.com/protectionandwarningspells.
  Bibliographies. Many of our books have extensive bibli-
  ographies, and we’re putting them online – with links to let 
  you buy the resources that interest you! Go to each book’s 
  web page and look for the “Bibliography” link .
  Errata. Everyone makes mistakes, including us – but we 
  do our best to fix our errors . Up-to-date errata pages for all 
  GURPS releases, including this book, are available on our 
  website – see above .
  Rules and statistics in this book are specifically for the 
  GURPS Basic Set, Fourth Edition. Page references that 
  begin with B refer to that book, not this one .
  Roy: Slow down that wizard!
  Haley: She’s a sorcerer, actually.
  Vaarsuvius: Technically, a sorceress.
  Roy: Wow, I can’t tell you how much more fulfilling this battle will be now  
  that I can refer to my enemy by the proper appellation.
  – Rich Burlew, Order of the Stick
  
  While some sorcerers focus on dealing damage via flashy 
  fireballs or enchanted blades, the practical ones prioritize a 
  good defense above all else. After all, there are so many ways 
  to die – from an assassin’s knife to a freak lightning strike. 
  But the right spells can keep a sorcerer safe in this dangerous 
  world . . . though hopefully not make him so overconfident 
  that he ever thinks himself invulnerable.
  GURPS Sorcery: Protection and Warning Spells is a gri-
  moire of defensive magical abilities. These spells ward against 
  a wide range of threats: enemy combatants, damaging energy, 
  spies, toxins, interlopers and intruders, and even simple dis-
  comfort. Arm yourself with these charms and live to fight 
  another day!
  recommended bookS
  Both the GURPS Basic Set and GURPS Thaumatology: 
  Sorcery are required to use this supplement as intended – 
  though non-sorcerers may find spells useful in other ways 
  (see Beyond Sorcery, below). Other books – including GURPS 
  Powers, GURPS Thaumatology, and the GURPS Power-Ups 
  series – will be useful in understanding the details behind each 
  spell’s statistics, but none of those are required. In all cases, 
  each spell’s description includes all of the information you 
  need to use it.
  beyond Sorcery
  Although these spells were designed for the sorcery 
  magic system, they can be incorporated into any GURPS 
  power, usually with minimal changes. Options include new 
  psi for GURPS Psionic Powers, new learned prayers for 
  GURPS Powers: Divine Favor, new xing spells for GURPS 
  Thaumatology: Chinese Elemental Powers, or new abili-
  ties for GURPS Powers: Enhanced Senses, GURPS Powers: 
  The Weird, or any of the powers unique to GURPS Dungeon 
  Fantasy and GURPS Monster Hunters.
  For the most part, converting these spells to a new power 
  is easy: just use the Talent and any special rules for the new 
  power. Only the power modifier (PM) requires detailed con-
  sideration. The Sorcery PM is -15% – a combination of the 
  standard Magical PM (-10%) and Costs Fatigue, 1 FP (-5%). 
  Since most power modifiers are -10%, the simplest solution 
  is to replace Magical with the new PM – for example, with 
  Chinese Elemental Powers you’d change Magical (-10%) to 
  Chi (-10%) – and then add Costs Fatigue, 1 FP (-5%) back in, 
  for the same net -15%. The end result is an ability that follows 
  the new power’s rules and also costs 1 FP to use.
  Of course, FP loss doesn’t fit all powers. Divine Favor 
  intentionally avoids fatigue cost where possible, as all power 
  comes from a greater deity. And Dungeon Fantasy psi already 
  costs 1 FP per use; doubling this drain via another level of 
  Costs Fatigue might be too much. If so, you have two options. 
  The first is to find another -5% limitation that fits the mold; 
  consider Nuisance Effect, where -5% can represent things like 
  “Concentration causes throbbing veins and profuse sweat, 
  for -1 to reactions,” “Must mutter a few words, so cannot use 
  if gagged,” or “Requires simple movement, so cannot use if 
  restrained.” (The latter two are less restrictive and subtler 
  than their counterparts from Sorcery’s Alternative Rituals; 
  onlookers do not automatically recognize this as magic.) The 
  second is to recalculate the cost of each ability with a -10% 
  PM instead of a -15% one; this avoids the issue of FP cost 
  altogether, but obviously requires much more work. How-
  ever, neither approach takes into account sorcery spells where 
  Reduced Fatigue Cost was used to get an inherently fatiguing 
  advantage’s FP cost down to 1 FP; in those cases, you’ll need 
  to add another level of Reduced Fatigue Cost for a net +20%.
  Publication HiStory
  While the spells from this supplement are inspired by those 
  in GURPS Magic and GURPS Magic: Death Spells, this is 
  a new and original work. Some of these spells first appeared 
  in GURPS Thaumatology: Sorcery. Any spell which belongs 
  to more than one college may appear in multiple GURPS 
  Sorcery supplements, for convenience.
  about tHe autHor
  Jason Levine, known in spellcasting circles as the Dobbsian 
  theurgist Reverend Pee Kitty, splits his time between thau-
  matological research and acting as the Assistant GURPS 
  Line Editor. Occasionally the two intersect, as when he cre-
  ated the GURPS Monster Hunters series and the related 
  GURPS Thaumatology: Ritual Path Magic. Yet sometimes 
  he works at cross-purposes to magic, such as when he helped 
  the psychics with GURPS Psionic Powers, GURPS Psionic 
  Campaigns, and GURPS Psis. His true goals are a mystery, 
  the truth perhaps known only to his amazing wife and few 
  close friends.
   
  introduction 
  3
  introduction
  Aye. I know our history. 
  Druzai magic makes it far 
  too tempting for one of us 
  to try to enslave the Tuath, 
  in spite of all the protections 
  we’ve taught the Druids.
  – Margo Maguire, 
  “Oracle”
  
   
  Protection and Warning SPellS 
  4
  These spells follow the format described on p. 12 of GURPS 
  Thaumatology: Sorcery. Bear in mind that they are not direct 
  conversions from GURPS Magic; the spirit of each spell has 
  been adapted into something that works well with sorcery.  
  A few spells were intentionally left out; see Blocked (p. 5).
  Spells marked with a * originated in GURPS Magic: Death 
  Spells. Because these introduce a particularly lethal flavor to 
  the campaign, the GM must always approve their inclusion.
  Armor
  Keywords: Buff.
  Full Cost: 23 points for level 1 + 11 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Three minutes.
  The subject, and all of his carried gear, is protected 
  by an invisible field of pure force. This increases his 
  DR by twice the level of this spell (e.g., Armor 3 adds 
  DR 6), cumulative with that from actual armor.
  Statistics: Affliction 1 (HT; Advantage, Armor 1, 
  +110%; Fixed Duration, +0%; Increased 1/2D, 10¥, 
  +15%; No Signature, +20%; Sorcery, -15%) [23]. 
  Additional levels add further Armor to the Advantage 
  enhancement [+11]. Notes: Each level of “Armor” is 
  Damage Resistance 2 (Force Field, +20%; Magical, 
  -10%) [11].
  Atmosphere Dome
  Keywords: Area (Special).
  Full Cost: 35 points/level.
  Casting Roll: IQ. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Indefinite.
  A transparent dome around the area expels unwanted 
  gases while drawing in useful air. When casting this spell, the 
  sorcerer defines a target atmospheric composition – a specific 
  pressure and combination of gases (most commonly “stan-
  dard breathable air”). The desired gases must exist and the 
  atmosphere must be tenable in the immediate environment; 
  e.g., on Earth, it would be a waste to ask for “gaseous alumi-
  num at 10 atm pressure.”
  If the area is saturated with unwanted gases and/or partic-
  ulates, it takes this spell approximately five seconds to remove 
  them. Less-tainted areas are purged proportionately faster; 
  e.g., if 40% of the area is thick with tear gas, it takes two sec-
  onds for this spell to remove it.
  The maximum area affected by this spell is five yards in 
  radius for every level of Atmosphere Dome. For example, a 
  sorcerer with Atmosphere Dome 3 could conjure a dome up 
  to 15 yards in radius.
  This is also an Air spell.
  Statistics: Each level is Control Air 1 (Accessibility, Only to 
  achieve a specific composition, -50%; Ranged, +40%; Sorcery, 
  -15%) [15] + Control Air +4 (Accessibility, Only to achieve 
  a specific composition, -50%; Only increases area of effect, 
  -50%; Ranged, +40%; Sorcery, -15%) [20]. Notes: Only one 
  level (out of five) has the ability to actually move gas, so it 
  takes five seconds instead of one to rearrange the atmosphere. 
  As this is one advantage (Control Air) with the Sorcery limita-
  tion, not two, it costs only 1 FP to use. As a special effect, this 
  forms a hemispherical dome, not a cylinder.
  Black Sphere*
  Keywords: Resisted (HT or other).
  Full Cost: 110 points.
  Casting Roll: Will.
  Range: Unlimited.
  Duration: Instantaneous.
  An Utter Dome (pp. 13-14) appears around the subject – 
  which can be an object – and then collapses down to a single 
  point, crushing the victim to nothing and leaving no trace that 
  he (or his gear) ever existed! There isn’t even a flake of skin left 
  on the ground to resurrect or clone.
  The subject resists with HT; if it is an Unliving, Homog-
  enous, or Diffuse inanimate object of SM +1 or higher, add 
  its SM. A mobile subject can instead resist by getting out 
  of the dome before it fully forms, using the highest of DX, 
  Acrobatics, or twice Basic Speed. If he has a different move-
  ment power, like teleportation or Tunneling, he may instead 
  roll against its controlling attribute or skill (taking any pen-
  alties into account, such as the -10 to use Warp instantly). 
  Vehicle operators may use the operation skill plus Handling.  
  Protection and 
  Warning SPellS
  
   
  Protection and Warning SPellS 
  5
  In all cases, this is a normal resistance roll, handled as a 
  Quick Contest against the sorcerer.
  Statistics: Affliction 1 (HT or other; Cosmic, Leaves no 
  trace of victim or gear, +50%; Cosmic, Reduced Time can turn 
  Heart Attack into instant destruction, +300%; Heart Attack, 
  +300%; Malediction 2, +150%; No Signature, +20%; Nuisance 
  Effect, Multiple ways to resist, -10%; Reduced Time 10 on 
  Heart Attack, +200%; Sorcery, -15%) [110]. Notes: This use of 
  Cosmic is very potent and always requires GM approval.
  Bladeturning
  Keywords: Buff.
  Full Cost: 30 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Three minutes.
  All blades – which here means any melee weapon being 
  used in a manner that inflicts cutting damage – twist upon 
  being swung at the subject. This has two effects. First, the 
  subject is hit with the flat of the blade, not the cutting edge, 
  so the attack does crushing damage rather than cutting. Sec-
  ond, the sudden, wrenching turn of the weapon makes it dif-
  ficult to hold onto; the attacker must roll against ST:
  Modifiers: +2 for a two-handed weapon; +2 once the attacker 
  is aware that his target is protected by this spell; -1 per 2 points 
  of basic damage that he rolled (to no worse than -5).
  On a failure, he drops his weapon! On success by 0-2, 
  his weapon becomes unready. Success by 3+ causes him no  
  ill effects.
  Statistics: Affliction 1 (HT; Advantage, Bladeturning, 
  +180%; Fixed Duration, +0%; Increased 1/2D, 10¥, +15%; No 
  Signature, +20%; Sorcery, -15%) [30]. Notes: “Bladeturning” 
  is Damage Resistance 10 (Accessibility, Only 
  to disarm, not break, -20%; Limited, Cut-
  ting blades, -60%; Magical, -10%; Provides 
  no DR, -100%; Reflection, Variant, +100%) 
  [10] + Injury Tolerance (Damage Reduc-
  tion 1.5; Limited, Cutting blades, -60%; 
  Magical, -10%) [8]. As a special effect, the 
  reduced damage is treated as crushing for 
  all purposes. The damage-to-disarm rule 
  unifies those from p. 11 of GURPS Gun 
  Fu and p. B401. Injury Tolerance 1.5 has a 
  base cost of 25 points, by induction.
  Catch Missile
  Keywords: None.
  Full Cost: 11 or 20 points.
  Casting Roll: None. Use Parry (based on DX or Parry Mis-
  sile Weapons) to catch.
  Range: Self.
  Duration: Indefinite.
  While this spell is active, the sorcerer can respond to a 
  missile attack (that is, any physical, ranged projectile) by 
  plucking it out of the air! This is considered a parry for all pur-
  poses, based on the better of DX or Parry Missile Weapons; 
  add Sorcery Talent to DX or skill before halving it. This parry 
  takes standard modifiers (e.g., +1 from Combat Reflexes) and 
  is modified for the missile being caught:
   
  Missile Type 
  Modifier
   
  Large thrown weapons 
  +4
   
   (axes, spears, etc.)
   
  Small thrown weapons 
  +2
   
   (knives, shuriken, etc.)
   
  Arrows 
  0
   
  Smaller low-tech missiles 
  -2
   
   (bolts, darts, sling stones, etc.)
   
  Supersonic missiles (bullets, etc.) 
  -5
  When attacked by multiple missiles (e.g., a spray of bullets 
  from an SMG), the sorcerer rolls only one parry; he catches 
  one projectile plus an additional missile for every point  
  of success.
  With the basic (11-point) spell, subsequent parries with 
  the same arm are at the usual cumulative -4, though the sor-
  cerer can alternate between arms if both hands are free. The 
  improved (20-point) version reduces this penalty to a cumu-
  lative -2.
  Statistics: Damage Resistance 2 (Accessibility, Only for 
  using Hand Catch, -60%; Magical, -10%) [3] + Enhanced 
  Parry 3 (Bare Hands; Accessibility, Only for Hand Catch, 
  -60%; Magical, -10%) [5] + Rules Exemption (Skill Adaptation 
  can shift Hand Catch to an attribute instead of a skill) [1] + 
  Skill Adaptation (Hand Catch defaults from DX Parry) [1] + 
  Unusual Training (Hand Catch; Only to grab projectiles bare-
  handed) [1]. The improved version adds Trained by a Mas-
  ter (Accessibility, Only to reduce penalty for multiple Hand 
  Catches, -60%; Magical, -10%) [9]. Notes: Parry modifiers are 
  from Parry Missile Weapons (p. B212), plus -3 for the Hand 
  Catch technique (GURPS Martial Arts, p. 84) offset by +3 
  for Enhanced Parry. Unusual Training replaces the need for 
  Enhanced Time Sense to catch bullets.
  Coolness
  Keywords: Buff.
  Full Cost: 29 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Five hours.
  This spell keeps the subject cool. In game terms, it raises 
  his threshold for Heat (p. B434) – which is 80°F for most 
  humans – by (HT¥10)°F. This allows an average HT 10 human 
  to be comfortable up to 180°F. This protection does not pre-
  vent sunburn and cannot shield against heat-based attacks; it 
  affects only the ambient temperature.
  Blocked
  Because sorcery lacks Blocking spells (Sorcery, p. 6), certain GURPS 
  Magic spells were omitted from this work: Block, Deflect Missile, Hardi-
  ness, Return Missile, and Turn Blade. These all had “Regular spell” counter-
  parts (e.g., Hardiness vs. Armor) and thus did not need converting. Unique 
  Blocking spells, such as Catch Missile (above), Iron Arm (p. 7), and Reflect 
  Gaze (p. 9) were converted to make sense as sorcery spells.
  
   
  Protection and Warning SPellS 
  6
  This is also a Water spell.
  Statistics: Affliction 1 (HT; Advantage, Coolness, +90%; 
  Extended Duration, 100¥, +80%; Fixed Duration, +0%; 
  Increased 1/2D, 10¥, +15%; No Signature, +20%; Sorcery, 
  -15%) [29]. Notes: “Coolness” is Temperature Tolerance 10 
  (Magical, -10%) [9], applied to the upper limit.
  Detect Poison
  Keywords: Information.
  Full Cost: 21 points.
  Casting Roll: Per. Use IQ or Poisons+4 for analysis.
  Range: Unlimited.
  Duration: Instantaneous.
  The GM rolls against the caster’s Per (plus Talent), apply-
  ing range penalties to the nearest poison. The sorcerer may 
  exclude any specific poisons or types of poison he wishes (e.g., 
  to skip over his own stash or to search for a specific type). 
  Success reveals the exact location of the poison, allowing fol-
  low-up spells to be cast on it.
  If the detection roll is successful, the GM makes a second 
  roll against the better of the sorcerer’s Poisons+4 or IQ. Talent 
  applies here but range penalties do not. For a common poi-
  son, success reveals what it is; a higher margin of success 
  may reveal useful details that could be clues to the poisoner’s 
  identity (e.g., this arsenic was cut with vinegar). For a unique 
  or particularly rare poison, success may give only generalities 
  about the poison, with a minimum margin of success neces-
  sary to understand exactly what it is (GM’s call).
  This is also a Healing spell.
  Statistics: Detect (Poison; Precise, +100%; Selective Effect, 
  +20%; Sorcery, -15%) [21].
  Force Dome
  Keywords: Area (Leveled), Obvious.
  Full Cost: 113 points for level 1 + 25 points/additional level 
  (or more).
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Indefinite.
  The sorcerer conjures a translucent 
  dome that repels (or at least slows) all 
  mundane attacks. Anyone wishing to 
  cross the barrier may try to force his way 
  through it as a free action (one attempt 
  per turn): the foe rolls thrust damage 
  and if this overcomes the Force Dome’s DR, he gets through. 
  This does not dispel the dome, which simply seals closed 
  behind him. Slams and collisions with the dome inflict their 
  usual damage for the purpose of breaking through, but the 
  collider takes no damage, as the dome absorbs kinetic force.
  The dome gives DR against all mundane attacks, as well as 
  against Jet and Missile spells. It offers no protection against 
  any other spells, however, which may be cast freely across the 
  barrier. (Those that require touch are out of luck unless the 
  caster can first break through!) Magical weapons and crea-
  tures (above) act as though no barrier existed.
  By default, Force Dome provides DR 10. However, more 
  potent versions are available that multiply DR and full cost 
  (actually 112.5 before rounding) by the same amount:
   
  DR 
  Full Cost
   
  10 
  113 points for level 1
   
   
    + 25 points/additional level
   
  20 
  225 points for level 1 
   
   
   + 50 points/additional level
   
  30 
  338 points for level 1 
   
   
   + 75 points/additional level
   
  50 
  563 points for level 1 
   
   
   + 125 points/additional level
   
  100 
  1,125 points for level 1 
   
   
   + 250 points/additional level
  Statistics: Damage Resistance 10 (Affects Others, +50%; 
  Area Effect, 2 yards, +50%; Force Field, +20%; Limited, Non-
  magical threats plus Jet/Missile spells, -15%; Ranged, +40%; 
  Sorcery, -15%; Variable, Area, +5%; Visible, -10%) [113]. Addi-
  tional levels increase Area Effect (+50%) [+25]. More power-
  ful versions multiply DR and Full Cost by 2, 3, 5, or 10. Notes: 
  “Does not damage those colliding with it” is a 0-point special 
  effect of DR with Affects Others, Area Effect, and Force 
  Field. As a special effect, this forms a hemispherical 
  dome, not a cylinder.
  Force Guillotine*
  Keywords: Obvious, Resisted (HT).
  Full Cost: 315 points.
  Casting Roll: Will.
  Range: Unlimited.
  Duration: Instantaneous.
  If the subject fails to resist, a Force Wall (below) 
  is created inside of him or it, at a specific and precise 
  angle. It lasts only a moment before vanishing, as Force 
  Walls are not meant to be used this way, but that’s enough 
  time to bisect the victim. This does 5d¥4 cutting damage that 
  bypasses DR completely.
  Magical creatures (above) and items are immune to Force 
  Guillotine. The spell still “works,” but the plane of force does 
  not interact with such subjects in any way. Any nonmagical 
  gear (particularly armor) that the 
  subject wore across the specified 
  plane is sliced in two, however.
  Statistics: Cutting Attack 5d¥4 
  (Accessibility, Not against mag-
  ical creatures or items, -10%; 
  Malediction 2, +150%; Sorcery, 
  -15%) [315].
  “Magical Creatures”
  Where the “Force” and “Utter” spells refer to “magical crea-
  tures,” they mean supernatural beings created, summoned, or 
  fueled entirely by magic – such as demons, elementals, and 
  magically created undead. Being a spellcaster does not turn 
  you into a magical creature. Similarly, most races (even “mag-
  ical” ones like elves and leprechauns) are living things fueled 
  by food, air, and sleep – not magic. In all cases, the GM’s rul-
  ing on what constitutes a “magical creature” is final.
  True freedom is impossible 
  without a mind made free  
  by discipline.
  – Mortimer J. Adler
  
   
  Protection and Warning SPellS 
  7
  Force Wall
  Keywords: Obvious.
  Full Cost: 47 points for level 1 + 10 points/additional level 
  (or more).
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Five minutes.
  This spell conjures a translucent wall that behaves simi-
  larly to Force Dome (p. 6), in that it blocks mundane attacks 
  along with Jet and Missile spells, but no other magic spells, 
  items, or creatures (p. 6). But unlike Force Dome, which lasts 
  for as long as the sorcerer can maintain it, Force Wall is “fire 
  and forget.” It can be cast repeatedly, allowing the sorcerer to 
  put up multiple walls as needed, but each wall has a certain 
  number of HP and dissipates once those are exceeded (or the 
  duration runs out). Slams and collisions damage the wall, but 
  not the collider, as for Force Dome.
  To find the maximum square yardage available, look 
  up the level of this spell on the Leveled Area Table (GURPS 
  Thaumatology: Sorcery, p. 9) and multiply the given radius 
  by 3. Alternatively, know that Force Wall 1 has a maximum 
  area of six square yards, with each additional level doubling 
  that cumulatively. For example, Force Wall 3 has a limit of 
  24 square yards, allowing the sorcerer to conjure a wall six 
  yards long by four yards high, 12 yards long by two yards 
  high, or any other valid combination. The caster may form 
  this into any shape he wishes.
  By default, each wall has DR 12 and HP 2. However, more 
  potent versions are available that multiply DR, HP, and cost 
  by the same amount:
   
  DR 
  HP 
  Full Cost
   
  12 
  2 
  47 points for level 1 
   
   
   
   + 10 points/additional level
   
  24 
  4 
  94 points for level 1 
   
   
   
   + 20 points/additional level
   
  36 
  6 
  141 points for level 1 
   
   
   
   + 30 points/additional level
   
  60 
  10 
  235 points for level 1 
   
   
   
   + 50 points/additional level
   
  120 
  20 
  470 points for level 1 
   
   
   
   + 100 points/additional level
  Statistics: Crushing Attack 4d (Area Effect, 2 yards, +50%; 
  Extended Duration, 30¥, +60%; Limited, Nonmagical threats 
  plus Jet/Missile spells, -15%; No Wounding, -50%; Persistent, 
  +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, 
  +60%) [47]. Additional levels increase Area Effect (+50%) 
  [+10]. More powerful versions multiply dice and Full Cost by 
  2, 3, 5, or 10.
  Freedom
  Keywords: Buff.
  Full Cost: 19 points for level 1 + 7 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Three minutes.
  The subject receives a bonus equal to the spell level (maxi-
  mum five levels unless the GM rules otherwise) on all rolls to 
  maintain or regain his freedom of movement. This includes 
  rolls to avoid or break free of a grapple or an entangling 
  weapon, to evade opponents, to use a skill such as Escape 
  or Lockpicking to get out of a place, and to resist any abil-
  ity, spell, or weapon that restrains or paralyzes the subject. 
  It does not include skill rolls to get into a place, defense rolls 
  against most attacks, or rolls to resist mind control spells. 
  The GM has the final say; if he has any doubt, he should dis-
  allow the bonus.
  This is also a Movement spell.
  Statistics: Affliction 1 (HT; Advantage, Freedom 1, +70%; 
  Fixed Duration, +0%; Increased 1/2D, 10¥, +15%; No Signa-
  ture, +20%; Sorcery, -15%) [19]. Additional levels add fur-
  ther Freedom to Advantage (+70%) [+7]. Notes: “Freedom” is 
  Higher Purpose (Don’t fence me in; Cosmic, Not limited to 
  one level, +50%; Magical, -10%) [7/level]. While some cam-
  paigns already allow more than one level of Higher Purpose 
  even without Cosmic, this gives it a fair, consistent price and 
  allows it to stack with any similar Higher Purpose.
  Iron Arm
  Keywords: None.
  Full Cost: 12 or 21 points.
  Casting Roll: None. Use any unarmed Parry+3 to defend.
  Range: Self.
  Duration: Indefinite.
  One of the sorcerer’s arms appears normal, but if it’s used 
  to parry an incoming attack, it temporarily becomes as hard 
  as iron. Treat the parry as armed – against a weapon, there’s 
  no penalty to defend and failure doesn’t let the attacker opt to 
  injure the arm.
  In addition, he can easily and quickly move his arm to 
  block attacks. The basic (12-point) version of the spell gives +3 
  to his unarmed Parry for that arm only; as well, add Sorcery 
  Talent to DX or skill before halving it to determine Parry. The 
  improved (21-point) version gives the same benefit and subse-
  quent parries with that arm are at a cumulative -2, rather than 
  the usual -4. Standard Parry modifiers apply.
  This spell cannot be “stacked”; no sorcerer ever has two 
  iron arms.
  Statistics: Enhanced Parry 3 (Bare Hands; Accessibility, 
  Striker only, -20%; Magical, -10%) [11] + Striker (Crushing; 
  Cannot attack, -80%; Limb, Arm, -20%; Magical, -10%) [1]. 
  The improved version adds Trained by a Master (Accessibility, 
  Only to reduce penalty for multiple unarmed Striker parries, 
  -60%; Magical, -10%) [9].
  Magelock
  Keywords: None.
  Full Cost: 25 points for level 1 + 15 points/additional level.
  Casting Roll: None.
  Range: Touch.
  Duration: Five hours.
  The sorcerer must touch a portal – here defined as a door, 
  window, or similar entrance that can be opened and closed. 
  This spell locks the portal, even if it had no lock, and physi-
  cally prevents it from opening. Attempts to pick the lock fail, 
  as the lock itself is essentially “frozen” in place.
  
   
  Protection and Warning SPellS 
  8
  Intruders must break the door down to enter. However, 
  every level of Magelock past the first gives +5 DR to the portal 
  (including its lock, hinges, and so on). This DR only hinders 
  attempts to force the door; it does not provide cover DR to 
  those behind it, nor does it help if enemies use area effects or 
  explosions to blow up the portal as a whole!
  Statistics: Affliction 1 (HT; Accessibility, Only portals, 
  -50%; Extended Duration, 100¥, +80%; Fixed Duration, +0%; 
  Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance 
  Effect, Can be overcome by Lockmaster, -5%; Paralysis, Vari-
  ant, +150%; Sorcery, -15%) [25]. Additional levels add “Advan-
  tage, DR 5 (Limited, Breakdown attempts, -40%)” (+150%) 
  [+15]. Notes: Magelock resists the Lockmaster spell as a Quick 
  Contest, using Will plus the higher of Sorcerous Empower-
  ment or Sorcery Talent.
  Missile Shield
  Keywords: Buff.
  Full Cost: 40 points for level 1 + 28 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Three minutes.
  Any successful ranged attack made against the subject 
  turns aside by the tiniest fraction to automatically miss – so 
  long as the attack’s basic damage is less than (Missile Shield 
  level)¥2 dice. For example, Missile Shield 2 would redirect 
  any ranged attack up to 4d while allowing those of 4d+1 
  or higher through. Convert all flat damage to dice (as per 
  p. B269) for this determination. The GM should conceal the 
  existence of this spell from the subject’s foes for as long as 
  possible, saying that they just missed!
  This spell protects against all types of damaging ranged 
  attacks, from thrown weapons to energy-beam spells. It also 
  deflects non-damaging ranged attacks; each level of Missile 
  Shield can negate two levels of Affliction or 10 levels of Bind-
  ing. Against most area effects and explosions, it stops only the 
  fragmentation damage (shrapnel), not the explosion itself.
  This is also a Movement spell.
  Statistics: Affliction 1 (HT; Advantage, Missile Shield 1, 
  +280%; Fixed Duration, +0%; Increased 1/2D, 10¥, +15%; No 
  Signature, +20%; Sorcery, -15%) [40]. Additional levels add 
  further Missile Shield to the Advantage enhancement (+280%) 
  [+28]. Notes: Each level of “Missile Shield” is Damage Resis-
  tance 7 (All-or-Nothing, -10%; Force Field, +20%; Limited, 
  Ranged, -20%; Magical, -10%) [28] with each DR 7 converted 
  into 2d per p. B269. The ruling on Affliction and Binding is 
  from p. 168 of GURPS Powers.
  Mystic Mist
  Keywords: Area (Leveled).
  Full Cost: 191 points for level 1 + 9 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Eight hours.
  The area becomes shrouded in a thick, dense fog which 
  inflicts -9 to all Vision rolls. Among other effects, this reduces 
  the usual +10 to spot an unconcealed subject to just +1; e.g., it 
  requires a Vision roll at -1 just to spot an ally five yards away. 
  This affects all forms of sight (even Hyperspectral Vision), but 
  other senses, like Vibration Sense and Sonar, work just fine. 
  However, once a foe has been spotted, he may be attacked at 
  only -4.
  The above assumes daylight; if there is any darkness pen-
  alty, the Vision modifier becomes -10 (sight is impossible) and 
  the darkness penalty is applied to combat rolls as well (max-
  imum -10). Night Vision, Dark Vision, etc. can obviate this 
  added darkness penalty, but not that of the mist itself (which 
  is thick fog, not darkness).
  The fog is also terrifying. Everyone must make a Fright 
  Check upon entering the mist, and then another every 15 sec-
  onds thereafter. Success grants immunity from further checks 
  for one hour. Failure has its usual effects, but gives a cumu-
  lative +1 to further checks (virtually assuring eventual immu-
  nity). This fear is enough to keep all normal animals (even 
  dangerous ones) out of the area.
  If the mist covers a large enough area (GM’s call), those 
  moving through it must make Navigation rolls every five 
  minutes to avoid getting lost. Absolute Direction obviates 
  this problem.
  The sorcerer, and anyone he chooses at the time of cast-
  ing, are completely immune to these effects; they can see 
  clearly, attack without penalty, avoid fear, and so on. This 
  makes Mystic Mist an excellent spell to cast while setting up 
  camp; anyone attempting to ambush the party will be at a 
  huge disadvantage!
  Statistics: Obscure 4 (Vision; Defensive, +50%; Extended, 
  Hyperspectral with Extended Bands, including Infravision 
  and Ultravision, +40%; Extended Duration, 3,000¥, +140%; 
  Magical, -10%; Ranged, +50%; Selective Area, +20%) [32] + 
  Obscure +5 (Vision; Accessibility, Only to penalize Vision, 
  not combat, -20%; Defensive, +50%; Extended, Hyperspec-
  tral with Extended Bands, including Infravision and Ultra-
  vision, +40%; Extended Duration, 3,000¥, +140%; Magical, 
  -10%; Ranged, +50%; Selective Area, +20%) [37] + Terror 
  (Cosmic, Being in the mist counts as being in visual range 
  of the Terror, +50%; Cosmic, “Persistent” lets Terror linger 
  after switching to another spell, +50%; Extended Duration, 
  3,000¥, +140%; Persistent, +40%; Ranged, +40%; Selective 
  Area, +20%; Sorcery, -15%; Takes Recharge, 15 seconds, 
  -20%) [122]. Additional levels add Area Effect (+50%) [+9] 
  to all nine levels of Obscure. Notes: The second Cosmic on 
  Terror is necessary as Terror is normally considered to be 
  active only while it is the active alternative ability “slot,” 
  even with Delay or Persistent.
  Nightingale
  Keywords: Area (Leveled), Resisted (DX, Special).
  Full Cost: 49 points + 5 points/additional level.
  Casting Roll: Will. Use Hearing to notice threats.
  Range: Unlimited.
  Duration: Eight hours.
  The ground or floor within the area becomes “noisy,” 
  along with any doors, windows, furniture, etc. Record the 
  sorcerer’s margin of success when casting the spell; any-
  one walking, crawling, slithering, etc. (basically, anyone 
  who isn’t flying) within the area must roll against DX at a 
  penalty equal to that margin. Success allows the subject to 
  move freely for one second, after which he must roll again. 
  
   
  Protection and Warning SPellS 
  9
  The moment he fails, he becomes extremely noisy: +10 on all 
  Hearing rolls (p. B358) to notice his movement! This does not 
  automatically alert anyone; make Hearing rolls for everyone 
  in the area.
  The noisiness lasts until the subject leaves the area. Alter-
  natively, he may remain within and stand perfectly still for 
  three full minutes, after which the effect “resets” and he’s able 
  to make DX rolls again to sneak by.
  If the subject is masked by magical silence, roll a Quick 
  Contest using the sorcerer’s Will. If this spell wins, the mag-
  ical silence is ignored; if it ties or loses, Nightingale has no 
  effect on that subject.
  Statistics: Affliction 1 (DX; Accessibility, Only targets mov-
  ing on the ground, -10%; Area Effect, 2 yards, +50%; Based on 
  DX, +20%; Disadvantage, Noisy 5, +10%; Extended Duration 
  on Persistent, 3,000¥, +140%; Fixed Duration, +0%; Maledic-
  tion 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, 
  -15%; Terminal Condition, Leaving the area, -20%; Variable, 
  Area, +5%) [49]. Additional levels add Area Effect (+50%) [+5].
  Protect Animals
  Keywords: Area (Leveled).
  Full Cost: 47 points for level 1 + 5 points/additional level 
  (or more).
  Casting Roll: Will.
  Range: Unlimited.
  Duration: 30 minutes.
  Cast on an area, this spell protects all nonsapient animals 
  within its borders. The sorcerer may pick and choose which 
  animals (either individually or by type) receive the protection. 
  Every protected animal gains DR 5 with the Tough Skin lim-
  itation, cumulative with any natural DR or armor (barding).
  More potent versions of this spell are available that also 
  increase the animals’ Dodge scores, as show below.
   
  Dodge Bonus 
  Full Cost
   
  0 
  47 points for level 1 
   
   
   + 5 points/additional level
   
  +1 
  61 points for level 1 
   
   
   + 5 points/additional level
   
  +2 
  74 points for level 1 
   
   
   + 5 points/additional level
   
  +3 
  88 points for level 1 
   
   
   + 5 points/additional level
  Statistics: Affliction 1 (HT; Accessibility, Animals only, 
  -25%; Advantages, DR 5 (Magical, -10%; Tough Skin, -40%), 
  +130%; Area Effect, 2 yards, +50%; Extended Duration, 10¥, 
  +40%; Fixed Duration, +0%; Malediction 2, +150%; No Sig-
  nature, +20%; Selective Area, +20%; Sorcery, -15%) [47]. 
  Additional levels add Area Effect (+50%) [+5]. Variants add 
  Advantage, Enhanced Dodge 1 (Magical, -10%) (+140%) 
  [+14]; Advantage, Enhanced Dodge 2 (Magical, -10%) 
  (+270%) [+27]; or Advantage, Enhanced Dodge 3 (Mag-
  ical, -10%) (+410%) [+41].
  Reflect Gaze
  Keywords: None.
  Full Cost: 56 points.
  Casting Roll: None.
  Range: Self.
  Duration: Indefinite.
  While this spell is active, the sorcerer is immune to gaze 
  attacks. Instead, the attack flips about to target the attacker, 
  who may resist normally.
  This protects against all natural abilities (like a basilisk’s 
  stare), powers, and spells that explicitly require eye contact. 
  Note that many spells aimed with Innate Attack (Gaze) do not 
  fulfill this requirement. By definition, this never includes area 
  effects. As well, cosmic attacks (specifically, those built with a 
  version of Cosmic which bypasses defenses) ignore this spell.
  Statistics: Static (Gaze Attacks; Reflection, +100%; Sorcery, 
  -15%) [56]. Notes: Static (GURPS Powers, p. 98) normally 
  blocks a particular power source, not a category of attacks. 
  This substitution is balanced only because gaze attacks are 
  rarer than “magic in general,” “psionics in general,” etc., in 
  most settings. Allowing Static for broader categories like 
  “Fire” or “Maledictions” would be imbalanced. The Reflection 
  enhancement is borrowed from Damage Resistance.
  Resist Acid
  Keywords: Buff.
  Full Cost: 74 points for level 1 + 40 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 30 minutes.
  The subject becomes virtually immune to acid. He and all 
  of his gear have DR equal to (spell level)¥10 against acid – 
  including not only Missile and Jet spells, but also to ingested 
  acid and spells that bypass normal DR to cause direct, inter-
  nal damage. Resistible acidic effects other than damage (e.g., 
  a spell to inflict heartburn) simply fail, as though the subject 
  had successfully resisted. In addition, all of his DR (from this 
  spell, his armor, tough hide, etc.) is immune to being eroded 
  away by acid.
  This is also a Water spell.
  Statistics: Affliction 1 (HT; Advantage, Resist Acid 1, 
  +580%; Extended Duration, 10¥, +40%; Fixed Duration, +0%; 
  Increased 1/2D, 10¥, +15%; No Signature, +20%; Sorcery, 
  -15%) [74]. Additional levels add further Resist Acid to Advan-
  tage (+400%) [+40]. Notes: “Resist Acid 1” is Damage Resis-
  tance 10 (Force Field, +20%; Limited, Acid, -40%; Magical, 
  -10%) [35] + Immunity to Noxious Acidic Effects (Magical, 
  -10%) [9] + Internal Damage Resistance 10 (Limited, Acid, 
  -40%; Magical, -10%) [5] + Internal Sealed (Acid-Resistant 
  Only, below, -60%; Magical, -10%) [1] + Sealed (Acid-Resis-
  tant Only, below, -60%; Force Field, +20%; Magical, -10%) [8]. 
  Further levels increase both DRs by 10 [+40]. See p. 11 for 
  internal defenses.
  Sealed (Acid-Resistant Only)
  This limitation (adapted from p. 5 of Transhuman Space: 
  Shell-Tech) means that your version of Sealed protects you 
  from the DR-eroding effects of acidic corrosion attacks 
  instead of providing its usual effects. -60%, or -50% if it also 
  provides waterproofing that keeps you from getting damp.
  
   
  Protection and Warning SPellS 
  10
  Resist Disease
  Keywords: Buff.
  Full Cost: 31 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 15 hours.
  The subject is completely immune to diseases for the dura-
  tion of the spell. He cannot catch new diseases. Existing ones 
  don’t disappear, but their symptoms are suppressed and the 
  duration does count toward a disease’s cycles (consider any 
  mandatory HT rolls to be successful). Recasting this spell 
  enough times lets the subject wait out a temporary illness!
  This is also a Healing spell.
  Statistics: Affliction 1 (HT; Advantage, Resist Disease, 
  +90%; Extended Duration, 300¥, +100%; Fixed Duration, 
  +0%; Increased 1/2D, 10¥, +15%; No Signature, +20%; Sor-
  cery, -15%) [31]. Notes: “Resist Disease” is Immunity to Dis-
  ease (Magical, -10%) [9].
  Resist Lightning
  Keywords: Buff.
  Full Cost: 71 points for level 1 + 40 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 30 minutes.
  The subject becomes virtually immune to electricity. He 
  and all of his gear have DR equal to (spell level)¥10 against 
  electricity – including not only Missile and Jet spells, but also 
  spells that bypass normal DR to cause direct, internal dam-
  age. Resistible electric effects other than damage (e.g., psionic 
  Confuse to stun him) simply fail, as though the subject had 
  successfully resisted. In addition, all of his DR is considered 
  nonmetallic and nonconductive for the purpose of resisting 
  electrical penetration, and none of his gear can be “shorted 
  out” by electricity.
  This is also an Air and Weather spell.
  Statistics: Affliction 1 (HT; Advantage, Resist Lightning 1, 
  +550%; Extended Duration, 10¥, +40%; Fixed Duration, +0%; 
  Increased 1/2D, 10¥, +15%; No Signature, +20%; Sorcery, 
  -15%) [71]. Additional levels add further Resist Lightning to 
  Advantage (+400%) [+40]. Notes: “Resist Lightning 1” is Dam-
  age Resistance 10 (Force Field, +20%; Limited, Electricity, 
  -40%; Magical, -10%) [35] + Immunity to Electrical Conduc-
  tion (Force Field, +20%; Magical, -10%) [6] + Immunity to 
  Noxious Electrical Effects (Magical, -10%) [9] + Internal Dam-
  age Resistance 10 (Limited, Electricity, -40%; Magical, -10%) 
  [5]. Further levels increase both DRs by 10 [+40]. “Immunity 
  to Electrical Conduction” protects implants like cybernetics 
  from being surged by electricity; adding Force Field extends 
  this to carried gear and prevents metallic armor from being 
  reduced to DR 1 against an electrical attack. See p. 11 for 
  internal defenses.
  Resist Poison
  Keywords: Buff.
  Full Cost: 36 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 15 hours.
  The subject becomes immune to poison for as long as the 
  spell lasts. If he already has some in his veins, it temporarily 
  stops killing him but does not vanish. However, this spell’s 
  duration does count toward the poison’s normal lifespan and 
  any required resistance rolls are considered successful, which 
  may allow the subject to outlast a fast-cycling venom.
  This is also a Healing spell.
  Statistics: Affliction 1 (HT; Advantage, Resist Poison, 
  +140%; Extended Duration, 300¥, +100%; Fixed Duration, 
  +0%; Increased 1/2D, 10¥, +15%; No Signature, +20%; Sor-
  cery, -15%) [36]. Notes: “Resist Poison” is Immunity to Poison 
  (Magical, -10%) [14].
  Resist Pressure
  Keywords: Buff.
  Full Cost: 30 or 41 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 15 hours.
  The subject and all his gear are protected from the effects 
  of high or low pressure. When casting, the sorcerer must 
  decide whether to grant the subject Pressure Support (p. B77) 
  or Vacuum Support (p. B96). This does not allow the subject 
  to breathe in such environments; other spells or abilities are 
  needed for that!
  The basic (30-point) version of this spell grants up to 
  Pressure Support 1. The improved (41-point) version raises 
  the potential limit to Pressure Support 3. Either spell grants 
  standard Vacuum Support.
  Statistics: Affliction 1 (HT; Alternative Enhancements, See 
  Notes, +72%; Extended Duration, 300¥, +100%; Fixed Dura-
  tion, +0%; Increased 1/2D, 10¥, +15%; No Signature, +20%; 
  Sorcery, -15%) [30]. The improved version raises Alterna-
  tive Enhancements to +182% [+11]. Notes: The Alternative 
  Enhancements are “Advantage, Pressure Support 1 (Force 
  Field, +20%; Magical, -10%), +60%” and “Advantage, Vac-
  uum Support (Force Field, +20%; Magical, -10%), +60%.” 
  The improved version raises Pressure Support to 3 (+170%) 
  but leaves Vacuum Support as is. For the purpose of “usually 
  on” magic items, the basic and improved Buffs cost 8 and 19 
  points, respectively.
  Resist Radiation
  Keywords: Buff.
  Full Cost: 33 points for level 1 + 11 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 15 hours.
  Health is not valued till 
  sickness comes.
  – Thomas Fuller
  
   
  Protection and Warning SPellS 
  11
  The subject’s body absorbs far less radiation than it nor-
  mally would. This extends to everything he’s carrying – or 
  everything stored within, if the subject is a container. See 
  Radiation Protection (p. B436) for details. At level five (the 
  maximum), the subject is effectively immune to radiation.
  This is also a Technological spell.
   
  Spell Level 
  Protection Factor (PF)
   
  1 
  5
   
  2 
  20
   
  3 
  100
   
  4 
  500
   
  5 
  Immune
  Statistics: Affliction 1 (HT; Advantage, Resist Radiation 
  1, +110%; Extended Duration, 300¥, +100%; Fixed Duration, 
  +0%; Increased 1/2D, 10¥, +15%; No Signature, +20%; Sor-
  cery, -15%) [33]. Additional levels add further Resist Radia-
  tion to Advantages (+110%) [+11]. Notes: “Resist Radiation” is 
  two levels of Radiation Tolerance (Force Field, +20%; Magi-
  cal, -10%) [11]. Treating ten levels of Radiation Tolerance as 
  “immunity” is a special effect; if this does not suit the game, 
  the GM can rule that further levels follow the progression 
  on p. B79.
  Resist Sound
  Keywords: Buff.
  Full Cost: 70 points for level 1 + 40 points/
  additional level.
  Casting Roll: None. Use Innate Attack (Gaze) 
  to aim.
  Range: 100 yards.
  Duration: 30 minutes.
  The subject becomes virtually immune to 
  sonic attacks. He and all of his gear have DR equal to (spell 
  level)¥10 against sonics – including not only Missile and Jet 
  spells, but also spells that bypass normal DR to cause direct, 
  internal damage. Resistible sonic effects other than damage 
  (e.g., an ultra-tech nauseator) simply fail, as though the sub-
  ject had successfully resisted. In addition, he enjoys the bene-
  fits of Protected Hearing (p. B78).
  This is also a Sound spell.
  Statistics: Affliction 1 (HT; Advantage, Resist Sound 1, 
  +540%; Extended Duration, 10¥, +40%; Fixed Duration, 
  +0%; Increased 1/2D, 10¥, +15%; No Signature, +20%; Sor-
  cery, -15%) [70]. Additional levels add further Resist Sound 
  to Advantage (+400%) [+40]. Notes: “Resist Sound 1” is Dam-
  age Resistance 10 (Force Field, +20%; Limited, Sound, -40%; 
  Magical, -10%) [35] + Immunity to Noxious Sonic Effects 
  (Magical, -10%) [9] + Internal Damage Resistance 10 (Lim-
  ited, Sound, -40%; Magical, -10%) [5] + Protected Hearing 
  (Magical, -10%) [5]. Further levels increase both DRs by 10 
  [+40]. See below for internal defenses.
  Resist Water
  Keywords: Buff.
  Full Cost: 32 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 30 minutes.
  The subject (person, creature, or object) and anything car-
  ried – or stored within, for a container – is encased in a field 
  which repels water and water-based liquids. He or it cannot 
  become damp or waterlogged, remaining dry even when sub-
  merged. (A living subject would require other spells or abili-
  ties to breathe, resist pressure, etc., however!) Someone could 
  even throw (water-based) paint on the subject and it would 
  simply slough off with no effect.
  This does not protect against the effects of freezing cold, 
  scalding steam, and so on! It offers no resistance against ice 
  missiles, geyser blasts, or most other attacks. However, the 
  water resistance does offer some small defense against acid: 
  you get +2 DR versus such attacks, and all of your DR is 
  immune to being eroded away by acid.
  This is also a Water spell.
  Statistics: Affliction 1 (HT; Advantage, Resist Water, 
  +160%; Extended Duration, 10¥, +40%; Fixed Duration, +0%; 
  Increased 1/2D, 10¥, +15%; No Signature, +20%; Sorcery, 
  -15%) [32]. Notes: “Resist Water” is Damage Resistance 2 
  (Force Field, +20%; Limited, Acid, -40%; Magical, -10%) [7] + 
  Sealed (Acid-Resistant and Waterproof Only, p. 9, -50%; Force 
  Field, +20%; Magical, -10%) [9].
  Reverse Missiles
  Keywords: Buff.
  Full Cost: 75 points for level 1 + 63 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Three minutes.
  Any successful ranged attack made against the subject is 
  turned around so that it hits the attacker instead – so long 
  as the attack’s basic damage is less than (Reverse Missiles 
  level)¥2 dice. For example, Reverse Missiles 3 would redi-
  rect any ranged attack up to 6d while allowing those of 6d+1 
  or higher through. Convert all flat damage to dice (as per 
  p. B269) for this determination.
  An attacker unaware that this spell is in place must roll 
  against the lower of IQ or Per, at +3 for Danger Sense and +3 
  for Combat Reflexes, to realize it in time to get a defense. If 
  the attacker is not physically present at the time of the attack, 
  the missiles are just deflected harmlessly. Do not roll damage 
  or apply special effects until after determining who (if any-
  one) is hit.
  This spell protects against all types of damaging ranged 
  attacks, from thrown weapons to energy-beam spells. It 
  also reflects non-damaging ranged attacks; each level of 
  Reverse Missiles can repel two levels of Affliction or 10 lev-
  els of Binding. It doesn’t stop most area effects or explosions, 
  though it does deflect fragmentation damage (shrapnel).  
  Internal Defenses
  An internal defense protects against attacks that bypass armor via 
  Cosmic or Malediction to damage a victim from within. It has no effect 
  on attacks with Blood Agent, Contact Agent, or Respiratory Attack, all of 
  which target a victim from the outside and rely on holes in his external 
  defenses. An internal defense costs 1/5 of the external version’s price.
  
   
  Protection and Warning SPellS 
  12
  The latter is reflected away harmlessly, since it originated 
  from the explosion, not the attacker.
  Statistics: Affliction 1 (HT; Advantage, Reverse Missiles 
  1, +630%; Fixed Duration, +0%; Increased 1/2D, 10¥, +15%; 
  No Signature, +20%; Sorcery, -15%) [75]. Additional levels 
  add further Reverse Missiles to the Advantage enhancement 
  (+630%) [+63]. Notes: Each level of “Reverse Missiles” is Dam-
  age Resistance 7 (All-or-Nothing, -10%; Force Field, +20%; 
  Limited, Ranged, -20%; Magical, -10%; Reflection, +100%) 
  [63] with each DR 7 converted into 2d per p. B269. The ruling 
  on Affliction and Binding is from p. 168 of GURPS Powers.
  Sense Danger
  Keywords: Information.
  Full Cost: 4 points.
  Casting Roll: Per.
  Range: Self.
  Duration: Instantaneous.
  The sorcerer realizes if any immediate danger is nearby. 
  This includes threats that are in close physical proximity, but 
  also those farther away if they threaten to come close and 
  strike (say, within the next few minutes). The GM should pro-
  vide details commensurate with the margin of success: by 0 
  might warn “potential danger is near”; by 5 could provide “the 
  local wildlife are hostile”; and by 10 or a critical success might 
  give “a pack of five wolves is coming over the hill to the east 
  less than a minute from now.”
  Statistics: Danger Sense (Active Only, -60%; Sorcery, -15%) 
  [4]. Notes: The Active Only limitation is borrowed from Pre-
  cognition (GURPS Powers, p. 68).
  Sense Observation
  Keywords: Area (Leveled), Information.
  Full Cost: 41 points for level 1 + 5 points/additional level or 
  123 points for level 1 + 15 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim, Per to 
  notice the observation, and IQ to obtain details.
  Range: 100 yards.
  Duration: Three hours.
  While this spell is active, the sorcerer has a chance to sense 
  attempts to scry the target area or anyone in it. Alternatively, 
  he may cast it on an individual, in which case the spell may 
  alert him to anyone spying on that subject. “Observation” 
  is not limited to vision; it includes the use of any sense to 
  furtively perceive an unaware subject. Even if the means of 
  spying involves an unaware third party (e.g., the subject of a 
  distant mage’s Soul Rider spell or a nonsentient drone piloted 
  from afar), treat the person orchestrating the scrying and 
  receiving the information as “the observer.”
  The basic (41-point) version of this spell warns the caster 
  only of supernatural observation, such as scrying spells, 
  psionic clairvoyance, astral spirits, etc. The improved (123-
  point) version covers even mundane surveillance; e.g., via bin-
  oculars, radar, or just sneaking up close and eavesdropping.
  When someone spies on the target, the GM rolls against the 
  sorcerer’s Per (plus Talent) to sense it, as long as the current 
  distance between the sorcerer and the subject (or edge of the 
  area) is within the spell’s range of 100 yards. This roll is at -4 
  unless the sorcerer’s sole activity is keeping an eye on things; 
  it also takes the same range modifier penalizing the observer 
  (e.g., if a mage’s spell is cast at -6 for distance to the subject, 
  the sorcerer’s roll takes the same -6). Success reveals the sur-
  veillance and the general class of power being used, such as 
  “magic,” “divine,” or “mundane.” A successful follow-up IQ 
  (plus Talent) roll will reveal the specific method of scrying, 
  such as the name of the spell, the holy ability (“Eyes of Odin”), 
  or the mundane equipment being used. A critical success on 
  the Per or IQ roll also reveals the direction (though not dis-
  tance) to the observer.
  Distance to the spy is irrelevant. This spell can sense a 
  clairvoyant from Mars, a wizard scrying across dimensions, 
  or (if improved) an orbital satellite.
  Statistics: The basic version is Detect (Supernatural Obser-
  vation; Area Effect, 2 yards, +50%; Cosmic, Range modifiers 
  as for observer, +50%; Extended Duration, 1,000¥, +120%; 
  Nondirectional, -25%; Persistent, +40%; Ranged, +40%; 
  Reflexive, +40%; Selectivity, +10%; Sorcery, -15%) [41]. The 
  improved version uses Detect (Observation), which costs 3¥ 
  as much [123]. Additional levels add Area Effect (+50%) [+5 
  or +15]. Notes: Selectivity allows Area Effect and Persistent 
  to be dropped when targeting a single subject, at which point 
  Ranged is used to shift the focus of Detect from the sorcerer’s 
  immediate area to the subject’s (for a base 10 seconds). Non-
  directional is from p. 9 of GURPS Powers: Enhanced Senses.
  Shade
  Keywords: Buff.
  Full Cost: 3 or 21 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim the 
  improved version.
  Range: Self or 100 yards.
  Duration: Indefinite or 90 minutes.
  The subject is provided with modest shade. This prevents 
  sunburn and reduces effective temperature by 10°F when 
  sunlight is a significant source of heat. It also reduces Vision 
  penalties for glare by -1 and provides +1 to HT rolls to resist 
  flashes, dazzle lasers, etc.
  The basic (3-point) version of this spell protects only the 
  sorcerer; it has an indefinite duration, which means it must be 
  maintained. The improved (21-point) version can protect any-
  one, works at a distance, and does not need to be maintained; 
  it has a fixed, lasting duration.
  
   
  Protection and Warning SPellS 
  13
  This is also a Light and Darkness spell.
  Statistics: The basic version is Immunity to Sunburn [1] + 
  Robust Vision [1] + Temperature Tolerance 1 (Heat; Sorcery, 
  -15%) [1]. The improved version is Affliction 1 (HT; Advantages, 
  Immunity to Sunburn, Robust Vision, and Temperature Toler-
  ance 1, +30%; Extended Duration, 30¥, +60%; Fixed Duration, 
  +0%; Increased 1/2D, 10¥, +15%; No Signature, +20%; Sorcery, 
  -15%) [21]. Notes: Temperature Tolerance reduces heat by a flat 
  10°F rather than being based on HT.
  Shield
  Keywords: Buff.
  Full Cost: 33 points for level 1 + 21 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Three minutes.
  The subject is protected by an invisible shield of pure force 
  that moves to protect him from any frontal attack. This grants 
  a Defense Bonus equal to the level of the spell (up to four lev-
  els maximum), which is cumulative with that granted from an 
  actual shield.
  Statistics: Affliction 1 (HT; Advantage, Shield 1, +210%; 
  Fixed Duration, +0%; Increased 1/2D, 10¥, +15%; No Signa-
  ture, +20%; Sorcery, -15%) [33]. Additional levels add further 
  Shield to the Advantage enhancement [+21]. Notes: Each level 
  of “Shield” is Defense Bonus 1 (Directional, Front, -20%; Mag-
  ical, -10%) [21], a meta-trait from GURPS Supers.
  Teleport Shield
  Keywords: Area (Special).
  Full Cost: 30 points for level 1 + 2 points/additional level 
  (or more).
  Casting Roll: IQ.
  Range: 100 yards.
  Duration: Indefinite.
  Anyone attempting to magically teleport into or out of the 
  area is at -5 to skill. This includes spells or magical abilities 
  to travel through time, dimensions, or gates. Even if the ’por-
  ter normally need not roll, he must roll now (usually against 
  Will + Talent; GM’s call). The first level of this spell covers an 
  area five yards in radius; each additional level increases this 
  by one yard.
  More potent versions of this spell inflict a greater penalty to 
  teleportation rolls and increase the initial area of effect. In all 
  cases, further levels add the same +1 yard/level.
  This is also a Gate spell.
   Penalty 
  Initial Radius 
  Full Cost
   
  -5 
  Five yards 
  30 points for level 1 
   
   
   
   + 2 points/additional level
   
  -10 
  10 yards 
  60 points for level 1 
   
   
   
   + 2 points/additional level
   
  -15 
  15 yards 
  90 points for level 1 
   
   
   
   + 2 points/additional level
  Statistics: Control Teleportation Magic 5 (Accessibility, 
  Only to penalize use, -60%; Nuisance Effect, Cannot exempt 
  people from effects, -5%; Ranged, +40%; Sorcery, -15%) 
  [30]. Additional levels add Control Teleportation Magic +1 
  (Accessibility, Only to penalize use, -60%; Nuisance Effect, 
  Cannot exempt people from effects, -5%; Only increases area 
  of effect, -50%; Ranged, +40%; Sorcery, -15%) [2/level]. The 
  two stronger versions change the initial Control level to 10 
  [60] or 15 [90]. Notes: As this is one advantage (Control Tele-
  portation Magic) with the Sorcery limitation, not two, it costs 
  only 1 FP to use.
  Umbrella
  Keywords: Buff.
  Full Cost: 1 or 19 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim the 
  improved version.
  Range: Self or 100 yards.
  Duration: Indefinite or 90 minutes.
  The subject can walk through modest precipitation without 
  getting wet. An invisible force deflects incoming raindrops. 
  Umbrella is not proof against things like intense hail, rains of 
  frogs, or anything intended as an attack.
  The basic (1-point) version of this spell protects only the 
  sorcerer; it has an indefinite duration, which means it must be 
  maintained. The improved (19-point) version can protect any-
  one, works at a distance, and does not need to be maintained; 
  it has a fixed, lasting duration.
  This is also a Water spell.
  Statistics: The basic version is Accessory (Umbrella) [1]. 
  The improved version is Affliction 1 (HT; Advantage, Acces-
  sory (Umbrella), +10%; Extended Duration, 30¥, +60%; Fixed 
  Duration, +0%; Increased 1/2D, 10¥, +15%; No Signature, 
  +20%; Sorcery, -15%) [19].
  Utter Dome
  Keywords: Area (Leveled), Obvious.
  Full Cost: 197 points for level 1 + 40 points/additional level 
  (or more).
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Indefinite.
  As for Force Dome (p. 6), but this spell also repels all mag-
  ical attacks, items, and creatures – even insubstantial ones! 
  Spells be cast within the dome, but no spell can cross its bar-
  rier in either direction. (As a side effect, this means that no 
  creature can be summoned within the dome.) Jet and Missile 
  spells that hit the dome simply dissipate rather than contest-
  ing its DR.
  By default, Utter Dome provides DR 10. However, more 
  potent versions are available:
   
  DR 
  Full Cost
   
  10 
  197 points for level 1 
   
   
   + 40 points/additional level
   
  20 
  327 points for level 1 
   
   
   + 65 points/additional level
   
  30 
  457 points for level 1 
   
   
   + 90 points/additional level
   
  50 
  717 points for level 1 
   
   
   + 140 points/additional level
   
  100 
  1,367 points for level 1 
   
   
   + 265 points/additional level
  
   
  Protection and Warning SPellS 
  14
  Statistics: Damage Resistance 10 (Affects Insubstantial, 
  +20%; Affects Others, +50%; Area Effect, 2 yards, +50%; Force 
  Field, +20%; Ranged, +40%; Sorcery, -15%; Variable, Area, 
  +5%; Visible, -10%) [130] + Rules Exemption (Magical abilities 
  can coexist with anti-magical Static) [1] + Static (Magic; Area 
  Effect, 2 yards, +100%; Only around the border of the area, 
  -0%; Ranged, +40%; Magical, -10%; Visible, -10%) [66]. Addi-
  tional levels increase Area Effect (+50%) [+25 and +15]. More 
  powerful versions leave Rules Exemption and Static as is but 
  multiply DR and the cost of DR by 2, 3, 5, or 10. As a special 
  effect, this forms a hemispherical dome, not a cylinder.
  Utter Wall
  Keywords: Obvious.
  Full Cost: 64 points for level 1 + 10 points/additional level 
  (or more).
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Five minutes.
  As for Force Wall (pp. 6-7), but this spell also blocks magical 
  items and creatures (even if insubstantial). It protects against 
  spells, though not as thoroughly as an Utter Dome (pp. 13-14): 
  If a magician’s only way to target a subject is via line of sight 
  through the wall, his spell is cast at -(DR/3), rounded to the 
  nearest whole number. This works in both directions and can 
  be avoided by finding a new vector of attack that goes around 
  the wall.
  By default, each wall has DR 12 and HP 2. However, more 
  potent versions are available that multiply DR, HP, and cost 
  by the same amount:
   
  DR 
  HP 
  Full Cost
   
  12 
  2 
  64 points for level 1 
   
   
   
   + 10 points/additional level
   
  24 
  4 
  128 points for level 1 
   
   
   
   + 20 points/additional level
   
  36 
  6 
  192 points for level 1 
   
   
   
   + 30 points/additional level
   
  60 
  10 
  320 points for level 1 
   
   
   
   + 50 points/additional level
   
  120 
  20 
  640 points for level 1 
   
   
   
   + 100 points/additional level
  Statistics: Crushing Attack 4d (Affects Insubstantial, +20%; 
  Area Effect, 2 yards, +50%; Cosmic, Interferes with spellcast-
  ing, +50%; Extended Duration, 30¥, +60%; No Wounding, 
  -50%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; 
  Wall, Shapeable, +60%) [64]. Additional levels increase Area 
  Effect (+50%) [+10]. More powerful versions multiply dice 
  and Full Cost by 2, 3, 5, or 10.
  Warmth
  Keywords: Buff.
  Full Cost: 29 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: Five hours.
  This spell keeps the subject warm. In game terms, it low-
  ers his threshold for Cold (p. B430) – which is 35°F for most 
  humans – by (HT¥10)°F. This allows an average HT 10 human 
  to be comfortable down to -65°F. This protection doesn’t blunt 
  magical cold attacks; it affects only the ambient temperature.
  This is also a Fire spell.
  Statistics: Affliction 1 (HT; Advantage, Warmth, +90%; 
  Extended Duration, 100¥, +80%; Fixed Duration, +0%; 
  Increased 1/2D, 10¥, +15%; No Signature, +20%; Sorcery, 
  -15%) [29]. Notes: “Warmth” is Temperature Tolerance 10 
  (Magical, -10%) [9], applied to the lower limit.
  Watchdog
  Keywords: Area (Leveled).
  Full Cost: 55 points for level 1 + 7.5 points/additional level*.
  Casting Roll: None. Use Innate Attack (Gaze) to aim and 
  Per to notice threats.
  Range: 100 yards.
  Duration: Eight hours.
  This spell warns the sorcerer of any threat to those within 
  the area of effect, which always includes foes entering the area 
  with hostile intent. This requires a successful roll against Per 
  (plus Talent). If the caster is asleep, he wakes instantly with-
  out being stunned. The spell does not dissipate upon warning 
  the sorcerer; it lasts until its natural expiration.
  Statistics: Danger Sense (Area Effect, 2 yards, +50%; 
  Extended Duration, 3,000¥, +140%; Persistent, +40%; Ranged, 
  +40%; Sorcery, -15%; Variable, Area, +5%; Wakes the caster 
  instantly, +5%) [55]. Additional levels add Area Effect (+50%) 
  [+7.5].
  * Calculate the total cost and then round up. Level 2 costs 
  63 points, level 3 costs 70 points, level 4 costs 78 points, level 
  5 costs 85 points, and so on.
  Weather Dome
  Keywords: Area (Special).
  Full Cost: 130 points for level 1 + 4 points/additional level.
  Casting Roll: IQ.
  Range: 100 yards.
  Duration: Indefinite.
  The area is protected by a transparent dome that negates 
  all bad weather. This is all-encompassing, protecting against 
  tornadoes, hurricanes, rains of frogs, and even magical 
  attacks like softball-sized hail and windstorms. (It has no 
  effect on other environmental hazards, like floods, ava-
  lanches, or wildfires.) Inside the dome, the weather remains 
  absolutely perfect.
  The first level of this spell protects an area 10 yards in 
  radius. Every additional level adds one yard to this. Or, to put 
  it another way, an area equal to (spell level)+9 yards in radius 
  experiences perfect weather.
  This is also a Weather spell.
  Statistics: Control Weather 10 (Accessibility, Only to negate 
  bad weather, -60%; Ranged, +40%; Sorcery, -15%) [130]. 
  Additional levels add Control Weather (Accessibility, Only to 
  negate bad weather, -60%; Only increases area of effect, -50%; 
  Ranged, +40%; Sorcery, -15%) [4/level]. As a special effect, 
  this forms a hemispherical dome, not a cylinder.
  
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Thaumatology Sorcery - Protection and Warning Spells.pdf