TEXT: Reviewers: Sean Punch and Kevin Smyth
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  STEVE JACKSON GAMES
  Stock #37-1658 
  Version 1.0 – September 2019
  ®
  Sound SpellS
  TM
  GURPS System Design z STEVE JACKSON
  GURPS Line Editor z SEAN PUNCH
  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 Creative Officer z SAM MITSCHKE
  Chief Operating Officer z SUSAN BUENO
  Director of Sales z ROSS JEPSON
  Page Design z PHIL REED and JUSTIN DE WITT
   Art Direction and Prepress Checker z NIKOLA VRTIS
  Written by ALEKSEI ISACHENKO 
  and GARRETT NORMAN
  Edited by CHRISTOPHER R. RICE, 
  with NIKOLA VRTIS
  Illustrated by DAN SMITH  
  and NIKOLA VRTIS
  Additional Material by STEVE JACKSON, 
   JASON “PK” LEVINE, SEAN PUNCH,  
  S. JOHN ROSS, and DANIEL U. THIBAULT
  
  IntroductIon  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Recommended Books . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Beyond Sorcery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Publication History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  About the Authors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  Sound SpellS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Alter Voice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Concussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Converse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
  Delayed Message . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Disrupt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Echoes of the Past . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Far-Hearing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Fatal Frequency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Garble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Great Voice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Hush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Imitate Voice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Improved Concussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Invisible Wizard Ear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Keen Hearing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Mage-Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Mass Resist Sound. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Message . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Musical Scribe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
  Noise. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Perilous Pulsations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Resist Sound. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Scribe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Silence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
  Silver Tongue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Sound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Sound Jet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Sound Vision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Thunderclap . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Voices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Wail of the Banshee. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Wall of Silence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Withering Wail. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Wizard Ear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Wizard Mouth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
   
  ContentS 
  2
  ContentS
  About GURPS
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  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.
  I sat staring, staring, 
  staring – half lost, learning 
  a new language or rather the 
  same language in a different 
  dialect. So still were the big 
  woods where I sat, sound 
  might not yet have been born.
  – Emily Carr
  
  Being a sorcerer can be more than flinging balls of fire, 
  smiting foes with lightning, placing protective wards, or 
  taking over the minds of others. This supplement helps sor-
  cerers add the “element” of sound to their magical options. 
  Often overlooked, sound is very versatile. Sound spells let 
  the sorcerer communicate over great distances, stun or 
  harm enemies, work as a peerless scribe or performer, create 
  auditory diversions, counter hostile spellcasting, use hear-
  ing in place of sight, or become utterly silent. Interacting 
  with not only what is seen but also what is heard can add 
  an extra layer of immersion to an adventure as the players 
  and GM work to imagine the soundscape of the game, and 
  how it may be manipulated by the sorcerer and by more  
  mundane trickery.
  GURPS Sorcery: Sound Spells is a grimoire of various 
  magical abilities that a creative sorcerer can use as a versatile 
  and subtle toolbox to accomplish whatever goals they set their 
  eyes – and ears – on.
  ReCommended bookS
  Both the GURPS Basic Set and GURPS Thaumatology: 
  Sorcery are required to use this supplement as intended, 
  though non-sorcerers may find these spells useful in other 
  ways (see Beyond Sorcery, below). Other books – including 
  GURPS Powers, GURPS Thaumatology, and the GURPS 
  Power-Ups series – can be useful in understanding the 
  details behind each spell’s statistics, but none of those are 
  required. Each spell’s description includes all of the informa-
  tion you need to use it. For those who want to create their own 
  spells, GURPS Powers, GURPS Powers: Enhanced Senses, 
  and some devices and weapons from GURPS Ultra-Tech may 
  be useful as sources of inspiration.
  beyond SoRCeRy
  Despite being designed for the sorcery magic system, 
  these spells can be adapted to any GURPS power with a few 
  adjustments. Converting these spells to a new power requires 
  you to replace the power modifier (PM), add or remove mod-
  ifiers to make the ability use the special rules of the target 
  power, and recalculate the cost. The Sorcery PM is -15% – a 
  combination of the standard Magical PM (-10%) and Costs 
  Fatigue, 1 FP (-5%).
  Examples: To convert Converse to a psychokinetic ability 
  to use with GURPS Psionic Powers, replace Sorcery, -15% 
  with Psychokinesis, -10%. This changes the full cost from 
  27 points to 29 points. To convert it to a learned prayer to 
  use with GURPS Powers: Divine Favor, replace Sorcery, 
  -15% with Divine, -10% and add Cosmic,No die roll required, 
  +100% to both of the spell’s constituent advantages, so that 
  the ability does not require spending FP and making a roll 
  to use.
  publiCAtion HiStoRy
  Spells in this supplement were inspired by those from 
  GURPS Magic, GURPS Magic: Artillery Spells, GURPS 
  Magic: Death Spells, and GURPS Magical Styles: Dungeon 
  Magic, but are original works. Some of the spells appeared 
  first in GURPS Thaumatology: Sorcery and GURPS 
  Sorcery: Protection and Warning Spells. Any spell that 
  belongs to more than one college may appear in multiple 
  GURPS Sorcery supplements, for convenience.
  About tHe AutHoRS
  Aleksei Isachenko, who has never written any books 
  before, works as an engineer at an aircraft plant, occasionally 
  switching his focus to scientific research. Since the release of 
  GURPS Thaumatology: Sorcery, sorcery became his favor-
  ite magic system to the extent of becoming the only system 
  he uses in his games (with some alterations, of course). He 
  wishes to thank his gaming group for support in this foray 
  into writing.
  Garrett Norman is a freelance GM who likes roleplaying 
  games and donating plasma, and makes a living from those 
  instead of his degree in English. He is far from a GURPS 
  guru, but hopes he meaningfully assisted his buddy in the  
  writing parts of the article anyway. As a part-timer in  
  the gaming group Aleksei thanks, thank you for running 
  such great games!
   
  intRoduCtion 
  3
  intRoduCtion
  The human voice: It’s the instrument we all play. It’s the most 
  powerful sound in the world, probably. It’s the only one that  
  can start a war or say “I love you.” And yet many people have  
  the experience that when they speak, people don’t listen to them.
  – Julian Treasure
  
   
  Sound SpellS 
  4
  These spells follow the format described on p. 12 of 
  GURPS Thaumatology: Sorcery. While they are not direct 
  conversions from GURPS Magic and other books, they pre-
  serve the general concept of the spell and adapt it to sorcery. 
  Several spells require the caster to speak, screech, or emit 
  other sounds, restricting the caster’s options when using 
  Alternative Rituals from Sorcery.
  All spells are based on the versions in GURPS Magic 
  unless otherwise specified.
  Alter Voice
  Keywords: Buff.
  Full Cost: 56 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim and IQ 
  for imitating a specific voice.
  Range: 100 yards.
  Duration: 30 minutes.
  This spell alters the subject’s voice as the caster wills. 
  The caster may apply the following voice-related traits in 
  any valid combination: Disturbing Voice (p. B132), Loud 
  Voice (GURPS Power-Ups 6: Quirks, p. 16), Penetrating 
  Voice (p. B101), Stuttering (p. B157), and Voice (p. B97). 
  Advantages granted by this spell have the Magical limita-
  tion. Optionally, the sorcerer may remove any one of these 
  traits for the duration of the spell. Unwilling subjects can 
  resist normally.
  In addition to these applications, the caster can change 
  the subject’s voice to imitate one specific being by also 
  making an uncontested IQ roll. This uses the rules for 
  Imitate Voice (p. 7). Any supernatural qualities that the 
  voice might have are not bestowed. Apply -2 to the casting 
  roll when mimicking a voice the caster has heard recently, 
  or -3 or worse if the sorcerer has not heard that voice in a 
  long while. If the caster listens for at least 10 seconds to 
  the voice they wish to imitate before casting, they make 
  the roll with no penalty. Recall bonuses from Eidetic or 
  Photographic Memory (p. B51) are applied to the casting 
  roll. The caster cannot grant a voice to a mute subject.
  This is also a Body Control spell.
  Statistics: Affliction 1 (HT; Advantage, Altered Voice, 
  +140%; Disadvantage, Altered Voice, +21%; Extended Dura-
  tion, 10¥, +40%; Fixed Duration, +0%; Increased 1/2D, 10¥, 
  +15%; Negated Advantage, Altered Voice, +14%; Negated 
  Disadvantage, Altered Voice, +210%; No Signature, +20%; 
  Selectivity, +10%; Sorcery, -15%) [56]. Notes: “Advantage, 
  Altered Voice” is Mimicry (Accessibility, One specific voice 
  decided at the time of casting, -40%; Accessibility, Only 
  voices, -10%; Magical, -10%; Nuisance Effect, Memory pen-
  alties, -10%) [3], Penetrating Voice [1], and Voice [10]. “Dis-
  advantage, Altered Voice” is Disturbing Voice [-10], Loud 
  Voice [-1], and Stuttering [-10]. In combination with Selec-
  tivity and the Negated Advantage and Negated Disadvantage 
  enhancements, this allows the caster to add or remove any 
  of these traits in any legal combination.
  Concussion
  Keywords: Area (Fixed), Missile, Obvious.
  Full Cost: 46 points for level 1 + 7 points/additional level.
  Casting Roll: None. Use Innate Attack (Projectile) to aim.
  Range: 100 yards.
  Duration: Instantaneous.
  The sorcerer conjures a ball of pressurized air in their 
  hand and launches it at a single target. Once the orb strikes 
  a target, it detonates, dealing 1d crushing damage per level 
  of this spell. See Explosions (p. B414) for a full treatment of 
  explosive damage. The projectile can be blocked, but not par-
  ried; victims may attempt Diving for Cover (p. B377) normally.
  The concussive shock wave is loud and disorienting; any-
  one within eight yards must roll against HT or be stunned. 
  Stunned targets may roll against HT every second to 
  recover. Protected Hearing gives +5 to this roll. Unlike many 
  other Sound spells, Concussion does not require a sound- 
  transmitting medium as it generates air instead of using  
  the environment.
  This is also an Air spell.
  Statistics: Affliction 1 (HT; Area Effect, 8 yards, +150%; 
  Blockable, -5%; Hearing-Based, +150%; Link, +10%; Nui-
  sance Effect, Loud, -5%; Sorcery, -15%) [39] + Crushing 
  Attack 1d (Blockable, -5%; Explosion 1, +50%; Link, +10%; 
  Magical, -10%; Nuisance Effect, Loud, -5%) [7]. Further lev-
  els increase Crushing Attack [7/level].
  Converse
  Keywords: None.
  Full Cost: 27 points.
  Casting Roll: IQ.
  Range: Unlimited.
  Duration: Indefinite.
  This spell allows the sorcerer and their subject to speak 
  quietly without fear of eavesdroppers, even in noisy envi-
  ronments. Each will hear the words of the other clearly, 
  regardless of the surrounding din, as long as they maintain 
  eye contact. Other beings trying to listen in will hear only a 
  meaningless murmuring. Those with Lip Reading (p. B205) 
  can use that skill to decipher the subject’s conversation with 
  a successful roll, if they are within range, as both subjects 
  must still vocalize the words despite others not being able to 
  understand them.
  The casting roll takes the range penalties given under 
  Long-Distance Modifiers (p. B241). Once the spell is cast, no 
  further concentration is required, but if eye contact is broken, 
  the effects end.
  Sound SpellS
  
   
  Sound SpellS 
  5
  Statistics: Mind Reading (Accessibility, Only vocalized 
  words, -20%; Hearing-Based, -20%; Link, +10%; Long-Range 
  1, +50%; Magical, -10%; Telecommunication, -20%; Vision-
  Based, -20%) [21] + Telesend (Accessibility, Only vocalized 
  words, -20%; Hearing-Based, -20%; Link, +10%; Nuisance 
  Effect, Cannot maintain multiple contacts, -10%; Nuisance 
  Effect, Detectable as a buzz, -5%; Sorcery, -15%; Vision-
  Based, -20%) [6].
  Delayed Message
  Keywords: Area (Special).
  Full Cost: 38 points.
  Casting Roll: IQ.
  Range: Unlimited.
  Duration: Permanent until triggered.
  The sorcerer leaves a spoken message, up to 
  about a minute long, which is delivered when the 
  intended subject enters the area. The caster may 
  specify either a named individual or a class of indi-
  viduals (e.g., “priests of O’m”); in the latter case, the 
  subject is the first such person to enter the area. 
  At that point, the subject (only!) hears the message 
  once. The spell then ends.
  The size of the area where the message will 
  be triggered is determined when the spell is cast. 
  First, roll against IQ (plus Talent) to cast the spell, 
  applying range penalties if the area is distant. If 
  successful, look up the margin of success in the 
  “Size” column of the Size and Speed/Range Table 
  (p. B550); the corresponding linear measurement 
  is the maximum radius of the area. The caster 
  may always choose a smaller area.
  Once cast, this spell “hangs around” indefinitely, 
  but does not require maintenance; the sorcerer can 
  walk away and forget about it. It is still vulnerable 
  to Dispel Magic (Sorcery, p. 21), can be spotted via 
  Detect Magic (Sorcery, p. 19), and so on.
  Statistics: Telesend (Broadcast, Limited, +0%; 
  Delay, Triggered, Subject entering area, +50%; 
  Short-Range 1, -10%; Sorcery, -15%) [38].
  Disrupt
  Keywords: Jet, Obvious.
  Full Cost: 18 points/level.
  Casting Roll: None. Use Innate Attack (Beam) to hit.
  Range: 10 yards.
  Duration: One second.
  A 10-yard jet of sonic vibrations erupts from the caster’s 
  hand. It can be dodged or blocked, but not parried. Treat this 
  as a long melee weapon rather than a ranged attack, and do 
  not apply range or speed penalties. This spell works identi-
  cally in air and underwater, but cannot penetrate Wall of 
  Silence (p. 12) and is blocked by Silence (pp. 9-10).
  Vibrations structurally disrupt everything the jet hits, 
  dealing 1d corrosion damage per level of this spell. 
  The jet lasts until the beginning of the sorcerer’s next 
  turn, allowing the user to parry incoming attacks with it. 
  If a parry is successful, the jet automatically damages the 
  incoming weapon or limb, much like a force sword. Though 
  this spell cannot be maintained, if cast every turn, the vibra-
  tions are not interrupted and the caster may continue to 
  attack with it normally.
  Statistics: Corrosion Attack (Destructive Parry, +10%; Envi-
  ronmental, Sound-transmitting mediums, -10%; Increased 
  1/2D, 2¥, +5%; Increased Range, 10¥ (Accessibility, Under-
  water only, -50%), +15%; Jet, +0%; Melee-Capable, Reach 1, 
  +15%; Reflexive, +40%; Sorcery, -15%; Underwater, +20%) [18/
  level]. Notes: Melee-Capable and Reflexive allow a jet to parry 
  in this particular combination despite a jet normally being 
  unable to do so. This spell originally appeared in GURPS 
  Magical Styles: Dungeon Magic, p. 23.
  Echoes of the Past
  Keywords: Information.
  Full Cost: 41 points.
  Casting Roll: IQ.
  Range: Touch.
  Duration: Indefinite.
  When cast on a wall, floor, or inanimate object, this spell 
  “plays back” whatever sounds it may have “heard” in the past.
  The casting roll is at no penalty for an event that occurred 
  the same day, -1 for one that occurred up to 10 days ago, -2 if 
  up to 100 days ago, -3 if up to three years ago, -4 if up to 30 
  years ago, -5 if up to 300 years ago, and so on. On a failure, 
  the sorcerer receives no playback at all, and cannot attempt 
  to cast Echoes of the Past on that object or place again for 
  24 hours.
  This is also a Knowledge spell.
  
   
  Sound SpellS 
  6
  Statistics: Psychometry (Accessibility, Sound Only, -30%; 
  Active Only, -20%; Affects Others, +50%; Immersive, +100%; 
  Nuisance Effect, Audible, -10%; Sensitive, +30%; Sorcery, 
  -15%) [41]. Notes: Nuisance Effect, Audible, -10% is priced 
  the same as Visible, -10%. Affects Others makes it so others 
  can hear the playback of the spell. This affects any number 
  of nearby subjects without requiring the usual multiple lev-
  els of that trait. This is a fair trade-off since this ability is so 
  limited. The spell lacks Environmental, Sound-transmitting 
  mediums, -10% because if there is no sound-transmitting 
  medium, then it is unlikely that the subject has “heard” any-
  thing, making the limitation pointless.
  Far-Hearing
  Keywords: None.
  Full Cost: 16 points for level 1 + 7.5 points/additional level*.
  Casting Roll: None.
  Range: Self.
  Duration: Indefinite.
  The sorcerer can clearly hear any conversation (or any 
  other sound) that they can see the point of origin of with their 
  unaided eyes, receiving no range penalties. In addition, the 
  sorcerer can hear through solid objects totaling no more than 
  6” of thickness per level of this spell.
  This is also a Knowledge spell.
  Statistics: Long-Range Hearing 2 (No Penalties; Link, 
  +10%; Magical, -10%; Vision-Based, Reversed, -20%) [8] + 
  Penetrating Hearing 1 (Link, +10%; Sorcery, -15%; Vision-
  Based, Reversed, -20%) [8]. Additional levels add more levels 
  of Penetrating Hearing [+7.5*]. Notes: Penetrating Hearing 
  is a hearing-based variant of Penetrating Vision (p. B74). 
  Long-Range Hearing is made by applying two levels of 
  the Long-Range enhancement (GURPS Powers, p. 108) to 
  hearing, per Normal Senses and Modifiers (GURPS Powers: 
  Enhanced Senses, p. 9).
  * Calculate the total cost and then round down (because 
  the base ability costs just 15.5 points before rounding). Level 
  2 costs 23 points, level 3 costs 31 points, level 4 costs 38 points, 
  level 5 costs 46 points, and so on.
  Fatal Frequency
  Keywords: Resisted (HT).
  Full Cost: 33 points.
  Casting Roll: Will.
  Range: Unlimited.
  Duration: Instantaneous.
  This spell creates internal vibra-
  tions that attempt to destroy the 
  victim – who must not be insub-
  stantial – from within. A roll to 
  resist failed by less than 5 stuns the target, allowing them to 
  roll again once per second to recover. If the victim fails by 
  5 or more, or rolls a critical failure, their body is instantly 
  destroyed, shattered, liquefied, or atomized, depending on 
  their original state of matter. This makes resurrection or 
  repair impossible, but leaves equipment unaffected.
  Statistics: Affliction 1 (HT; Accessibility, Only on material 
  targets, -10%; Disadvantage, Secondary Fragile (Brittle) and 
  Secondary Fragile (Enhanced Unnatural), +23%; Maledic-
  tion 2, +150%; No Signature, +20%; Secondary Heart Attack, 
  +60%; Sorcery, -15%) [33]. Notes: Fragile (Enhanced Unnat-
  ural) means the subject dies if reduced to 0 HP; therefore, 
  since Heart Attack reduces the target’s HP to 0, the target 
  dies. Fragile (Brittle) results in the target being destroyed. 
  This spell originally appeared in GURPS Magic: Death 
  Spells, p. 20.
  Garble
  Keywords: Resisted (Will).
  Full Cost: 28 points.
  Casting Roll: Will.
  Range: Unlimited.
  Duration: Three minutes.
  The subject (a living being) becomes unable to make 
  meaningful sounds; everything comes out completely gar-
  bled. This may greatly hinder spellcasters who require incan-
  tations, troop commanders giving orders, or mid-speech 
  political figures.
  Statistics: Affliction 1 (Will; Accessibility, Only on living 
  beings, -10%; Based on Will, +20%; Disadvantage, Cannot 
  Speak, +15%; Fixed Duration, +0%; Malediction 2, +150%; No 
  Signature, +20%; Sorcery, -15%) [28].
  Great Voice
  Keywords: Buff.
  Full Cost: 71 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: One minute.
  The subject can be heard clearly and distinctly by every-
  one they can see, regardless of distance. The spell user can 
  exclude anyone from the effect if it’s specified before speaking 
  (those within ordinary earshot will hear the person whether 
  the speaker wants it or not, of course). Breaking the line of 
  sight cuts off the voice, but restoring the line of sight restores 
  the effect without the need to cast the spell again. 
   This spell is widely used by ship captains, mili-
  tary commanders, and public speakers. The sound 
  may become irritatingly loud if the original voice is 
  loud, but it cannot deafen, cause harm, or transfer 
  any voice-based supernatural effects.
  Statistics: Affliction 1 (HT; Advantage, Great 
  Voice, +600%; Fixed Duration, +0%; Increased 1/2D, 
  10¥, +15%; No Signature, +20%; Reduced Duration, 
  1/3, -10%; Sorcery, -15%) [71]. Notes: “Great Voice” is 
  Telesend (Accessibility, Only vocalized words, -20%; 
  Cosmic, No die roll required, +100%; Broadcast, 
  +50%; Hearing-Based, -20%; Magical, -10%; Selective 
  Effect, +20%; Vision-Based, Reversed, -20%) [60]. 
  Hush
  Keywords: Buff.
  Full Cost: 60 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: One minute.
  
   
  Sound SpellS 
  7
  The subject (an object or living being) becomes unable 
  to produce sounds, including in the subsonic and ultrasonic 
  ranges, either accidentally or on purpose. This makes the sub-
  ject invisible to geophones, sonar devices, ultrasonic motion 
  detectors, and Vibration Sense (p. B96).
  Statistics: Affliction 1 (HT; Advantage, Hush, +490%; Fixed 
  Duration, +0%; Increased 1/2D, 10¥, +15%; No Signature, 
  +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [60]. Notes: 
  “Hush” is Obscure 10 (Hearing; Defensive, +50%; Extended, 
  Sonar, Subsonic Hearing, Ultrahearing, and Vibration Sense, 
  +80%; Magical, -10%; No Area of Effect, -50%; Stealthy, 
  +100%; Temporary Disadvantage, Mute, -25%) [49].
  Imitate Voice
  Keywords: Buff.
  Full Cost: 19 points.
  Casting Roll: IQ. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 30 minutes.
  This spell alters the subject’s voice to imitate a single spe-
  cific being. Any supernatural qualities that the voice might 
  have are not bestowed. Apply -2 to the casting roll when grant-
  ing any voice the caster has heard recently, or -3 or worse if 
  the caster hasn’t heard that voice in a long while. If the caster 
  listens for at least 10 seconds to the voice they wish to imitate 
  just before casting, they make the roll with no penalty. Recall 
  bonuses from Eidetic or Photographic Memory (p. B51) are 
  applied to the casting roll.
  Statistics: Affliction 1 (HT; Advantage, Imitate Voice, 
  +30%; Extended Duration, 10¥, +40%; Fixed Duration, +0%; 
  Increased 1/2D, 10¥, +15%; No Signature, +20%; Sorcery, 
  -15%) [19]. Notes: “Imitate Voice” is Mimicry (Accessibility, 
  One specific voice decided at the time of casting, -40%; Acces-
  sibility, Only voices, -10%; Magical, -10%; Nuisance Effect, 
  Memory penalties, -10%) [3].
  Improved Concussion
  Keywords: Area (Fixed), Missile, Obvious.
  Full Cost: 56 points for level 1 + 12 points/additional level.
  Casting Roll: None. Use Innate Attack (Projectile) to hit.
  Range: 100 yards.
  Duration: Instantaneous.
  The sorcerer conjures a ball of pressurized air in their 
  hand and launches it at a single target. Once the orb strikes 
  a target, it detonates, dealing 1d crushing damage per level 
  of this spell. Targets a yard or more from the center divide 
  damage by distance in yards. The projectile can be blocked, 
  but not parried; victims may attempt Diving for Cover 
  (p. B377) normally. 
  The concussive shock wave is loud and disorienting; any-
  one within 16 yards must roll against HT or be stunned. 
  Stunned targets may roll against HT every second to recover. 
  Protected Hearing gives +5 to this roll. Unlike many other 
  Sound spells, Improved Concussion does not require a 
  sound-transmitting medium as it generates air instead of 
  using the environment.
  This is also an Air spell.
  Statistics: Affliction 1 (HT; Area Effect, 16 yards, +200%; 
  Blockable, -5%; Hearing-Based, +150%; Link, +10%; Nuisance 
  Effect, Loud, -5%; Sorcery, -15%) [44] + Crushing Attack 
  1d (Blockable, -5%; Explosion 3, +150%; Link, +10%; Magi-
  cal, -10%; Nuisance Effect, Loud, -5%) [12]. Further levels 
  increase Crushing Attack [12/level]. Notes: This spell origi-
  nally appeared in GURPS Magic: Artillery Spells, p. 25.
  Invisible Wizard Ear
  Keywords: None.
  Full Cost: 53 points.
  Casting Roll: IQ. Special casting time (see below).
  Range: 20 yards.
  Duration: Indefinite.
  After concentrating for one minute, the caster creates an 
  invisible floating replica of an ear that they can hear through. 
  If the sorcerer cannot see the casting point, but can specify 
  direction and distance to it, the casting roll is at -5. On failure 
  by 1, the caster creates the Invisible Wizard Ear in another 
  valid location of the GM’s choosing.
  The sorcerer may concentrate for one second and make 
  another casting roll to either move the Invisible Wizard 
  Ear to a different point within range or dismiss it. This 
  is not considered a separate casting and does not cost FP. 
  While inside a moving object, the Invisible Wizard Ear will 
  move with that object with no special concentration on the  
  user’s part.
  In combat, the sorcerer specifies whether they’re giving 
  priority to natural hearing or the Invisible Wizard Ear at the 
  start of each turn. All tasks that depend on the deprioritized 
  hearing source are at -4. Voluntarily moving the Invisible 
  Wizard Ear automatically gives it priority.
  For the purpose of range-dependent abilities (e.g., spells 
  cast on or by the user), calculate all ranges from the caster’s 
  body, not the Invisible Wizard Ear.
  Invisible Wizard Ear can be attacked and destroyed. Seeing 
  it requires the See Invisible spell or advantage (p. B83). It can 
  be attacked blindly, if the attacker knows its exact position, 
  but the penalties from the small size and invisibility make it 
  very unlikely to be successfully struck. Treat it as an SM -7 
  object with no DR (regardless of the caster’s natural DR) and 
  HP equal to the sorcerer’s HP/4. Should the ear be destroyed, 
  the sorcerer loses the ability to cast this spell for five minutes.
  Statistics: Clairsentience (Aware, +50%; Breakable, DR 0, 
  SM -7, -25%; Clairaudience, -30%; Fixed Range, -5%; Increased 
  Range, 2¥, +10%; No Strain, +25%; Nuisance Effect, Can be 
  spotted with See Invisible, -5%; Sorcery, -15%) [53]. Notes: The 
  No Strain enhancement was borrowed from Warp.
  Keen Hearing
  Keywords: Buff.
  Full Cost: 18 points for level 1 + 2 points/additional level*.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 30 minutes.
  The subject gains a bonus to Hearing (p. B358) equal to the 
  level of this spell (maximum 4*).
  This is also a Mind Control spell.
  
   
  Sound SpellS 
  8
  Statistics: Affliction 1 (HT; Advantage, Keen Hearing 1, 
  +20%; Extended Duration, 10¥, +40%; Fixed Duration, +0%; 
  Increased 1/2D, 10¥, +15%; No Signature, +20%; Sorcery, 
  -15%) [18]. Additional levels add further Keen Hearing to the 
  Advantage enhancement (+20%) [+2*]. Notes: Each level of 
  “Keen Hearing” is Acute Hearing 1 (Magical, -10%) [2].
  * The maximum of 4 was chosen for convenience. If the 
  GM wishes to remove the limit, they should keep in mind 
  that the actual cost of each additional level of the spell is 1.8 
  points. That will affect the full cost for levels past 4.
  Mage-Stealth
  Keywords: Buff.
  Full Cost: 65 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: One minute.
  The subject becomes unable to produce sounds (includ-
  ing in the subsonic and ultrasonic ranges) accidentally or on 
  purpose, with the exception of speech, allowing for sorcerous 
  incantations and talking. This makes the subject invisible to 
  geophones, sonar devices, ultrasonic motion detectors, and 
  Vibration Sense (p. B96).
  Statistics: Affliction 1 (HT; Advantage, Mage-Stealth, 
  +540%; Fixed Duration, +0%; Increased 1/2D, 10¥, +15%; No 
  Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) 
  [65]. Notes: “Mage-Stealth” is Obscure 10 (Hearing; Defen-
  sive, +50%; Extended, Sonar, Subsonic Hearing, Ultrahear-
  ing, and Vibration Sense, +80%; Magical, -10%; No Area of 
  Effect, -50%; Stealthy, +100%) [54].
  Mass Resist Sound
  Keywords: Area (Leveled), Buff.
  Full Cost: 77 points for level 1 + 5 points/additional level 
  (or more).
  Casting Roll: Will. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 30 minutes.
  Cast upon an area, this spell selectively protects all crea-
  tures of the sorcerer’s choice from sound. Every protected 
  subject becomes virtually immune to sonic attacks. The ben-
  eficiaries and all their gear have DR 10 against sonic effects, 
  including Missile and jet spells and spells that bypass nor-
  mal DR to cause direct, internal damage. Resistible sonic 
  effects other than damage (e.g., an ultra-tech nauseator) 
  simply fail, as though the subject had successfully resisted. 
  In addition, those shielded enjoy the benefits of Protected 
  Hearing (p. B78). If a particular subject possesses DR with 
  no Tough Skin limitation, the sorcerer’s casting roll is penal-
  ized by their DR as well as the normal range penalties. Cal-
  culate effective DR for this penalty according to the rules for 
  Large-Area Injury (p. B400).
  By default, the spell grants DR 10. More potent versions of 
  this spell are available, as shown on the table.
   DR 
  Full Cost
   
  10 
  77 points for level 1 + 5 points/additional level
   
  20 
  117 points for level 1 + 5 points/additional level
   
  30 
  157 points for level 1 + 5 points/additional level
  This is also a Protection and Warning spell.
  Statistics: Affliction 1 (HT; Advantage, Mass Resist Sound, 
  +540%; Area Effect, 2 yards, +50%; Extended Duration, 10¥, 
  +40%; Fixed Duration, +0%; Increased 1/2D, 10¥, +15%; No 
  Signature, +20%; Selective Area, +20%; Sorcery, -15%) [77]. 
  Additional levels add Area Effect (+50%) [+5]. Notes: “Mass 
  Resist Sound” is Damage Resistance 10 (Force Field, +20%; 
  Limited, Sound, -40%; Magical, -10%) [35] + Immunity to 
  Noxious Sonic Effects (Magical, -10%) [9] + Internal Dam-
  age Resistance 10 (Limited, Sound, -40%; Magical, -10%) [5] 
  + Protected Hearing (Magical, -10%) [5]. Variants increase 
  both DRs by 10 [+40]. As a special effect, the DR subtracts 
  from the casting roll rather than forcing a resistance roll. 
  See GURPS Sorcery: Protection and Warning Spells, p. 11, 
  for an explanation of internal defenses. This spell originally 
  appeared in GURPS Magical Styles: Dungeon Magic, p. 13.
  Message
  Keywords: None.
  Full Cost: 17 points.
  Casting Roll: IQ.
  Range: Unlimited.
  Duration: Instantaneous.
  The caster can speak a message, up to one minute long, 
  and send it over a long distance. The subject receives the 
  message if they can hear. Range is theoretically unlimited, 
  but the IQ roll to cast this spell takes the range penalties 
  given under Long-Distance Modifiers (p. B241). If the sor-
  cerer cannot see or otherwise sense the subject, the user has 
  an additional penalty: -1 for family, lovers, or close friends; 
  -3 for casual friends and acquaintances; or -5 for someone 
  met only briefly.
  This is also a Communication and Empathy spell.
  Statistics: Telesend (Hearing-Based, -20%; Nuisance 
  Effect, Must speak the message, -10%; Sorcery, -15%) [17].
  Musical Scribe
  Keywords: None.
  Full Cost: 3 points.
  Casting Roll: None.
  Range: 10 yards.
  Duration: Indefinite.
  The sorcerer animates a writing instrument, which copies 
  down in musical notation any tune that is played or sung in 
  its presence.
  Words cannot express quite a lot 
  of feelings, whereas a noise or tone or 
  drone or sound, an accordion falling 
  down a staircase, can somehow 
  capture an emotion much better.
  – John Lydon
  
   
  Sound SpellS 
  9
  Statistics: Telekinesis 1 (Accessibility, Requires a writing 
  implement, -10%; Accessibility, Requires music to be tran-
  scribed, -10%; Independent, +40%; One Task, Transcribing 
  music, -60%; Sorcery, -15%) [3].
  Noise
  Keywords: Area (Leveled).
  Full Cost: 87 points for level 1 + 15 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 30 seconds.
  The spell creates an area of noise that impairs all forms of 
  hearing (including Sonar, Subsonic Hearing, Ultrahearing, 
  and Vibration Sense). No one within the area can hear any 
  other sounds. Every creature in the area must roll against 
  HT every second. Protected Hearing grants +5 on this roll. 
  Creatures that fail this roll suffer -3 to IQ for seconds equal to 
  the margin of failure, even if they leave the area. The bound-
  aries of the zone are easily detectable from the outside by 
  a Hearing+10 roll. Unlike Silence (below), Noise permits the 
  use of effects that depend on sound transmission, but spells 
  reliant on sorcerous incantations still cannot be cast within 
  a noisy zone.
  Statistics: Affliction 1 (HT; Area Effect, 2 yards, +50%; 
  Attribute Penalty, IQ-3, +30%; Extended Duration, 3¥, +20%; 
  Fixed Duration, +0%; Hearing-Based, +150%; Link, +10%; 
  Magical, -10%; Persistent, +40%; Reduced Duration, 1/60, 
  -30%; Variable, Area, +5%) [37] + Obscure 10 (Hear-
  ing; Extended, Sonar, Subsonic Hearing, Ultrahear-
  ing, and Vibration Sense, +80%; Extended Duration, 
  3¥, +20%; Link, +10%; Ranged, +50%; Sorcery, -15%; 
  Variable, Area, +5%) [50]. Further levels add Area 
  Effect (+50%) to both advantages [+15].
  Perilous Pulsations
  Keywords: Area (Leveled), Resisted (HT).
  Full Cost: 17 points for level 1 + 2.5 points/additional level*.
  Casting Roll: Will.
  Range: Unlimited.
  Duration: Five seconds.
  All material targets within the area suffer from destruc-
  tive internal vibrations. Each turn, any object remaining 
  inside the affected zone, or even having merely passed 
  through it that turn, must resist the spell or suffer 1d injury 
  from being shaken apart; DR has no effect.
  Unlike many Sound spells, this one creates internal vibra-
  tions that do not require an atmosphere and are audible only 
  to the ones affected as a tooth-rattling whine.
  Statistics: Crushing Attack 1d (Area Effect, 2 yards, +50%; 
  Malediction 2, +150%; No Knockback, -10%; No Signature, 
  +20%; Persistent, +40%; Reduced Duration, 1/2, -5%; Sor-
  cery, -15%; Variable, Area, +5%) [17]. Further levels add Area 
  Effect (+50%) [+2.5]. Notes: This spell originally appeared in 
  GURPS Magic: Artillery Spells, p. 25.
  * Calculate the total cost and then round up (because the 
  base ability costs just 16.75 points before rounding). Level 2 
  costs 20 points, level 3 costs 22 points, level 4 costs 25 points, 
  level 5 costs 27 points, and so on.
  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. 
  That person and all of their gear have DR equal to (spell 
  level)¥10 against sonic effects – including Missile and jet 
  spells and spells that bypass normal DR to cause direct, inter-
  nal damage. Resistible sonic effects other than damage (e.g., 
  an ultra-tech nauseator) simply fail, as though the subject had 
  successfully resisted. In addition, the subject enjoys the bene-
  fits of Protected Hearing (p. B78).
  This is also a Protection and Warning 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%; Sorcery, 
  -15%) [70]. Additional levels add further Resist Sound to the 
  Advantage enhancement (+400%) [+40]. Notes: “Resist Sound 
  1” is Damage Resistance 10 (Force Field, +20%; Limited, 
  Sound, -40%; Magical, -10%) [35] + Immunity to Noxious 
  Sonic Effects (Magical, -10%) [9] + Internal Damage Resis-
  tance 10 (Limited, Sound, -40%; Magical, -10%) [5] + Pro-
  tected Hearing (Magical, -10%) [5]. Further levels increase 
  both DRs by 10 [+40]. See GURPS Sorcery: Protection and 
  Warning Spells, p. 11, for an explanation of internal defenses.
  Scribe
  Keywords: None.
  Full Cost: 3 points.
  Casting Roll: None.
  Range: 10 yards.
  Duration: Indefinite.
  The sorcerer animates a writing instrument, which copies 
  down whatever the sorcerer dictates. At higher TLs, this spell 
  may also be used with more modern transcription devices 
  (e.g., a typewriter or computer).
  Statistics: Telekinesis 1 (Accessibility, Requires a writing 
  implement, -10%; Accessibility, Requires words to be tran-
  scribed, -10%; Independent, +40%; One Task, Transcribing 
  sorcerer’s words, -60%; Sorcery, -15%) [3].
  Silence
  Keywords: Area (Leveled).
  Full Cost: 68 points for level 1 + 10 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 30 seconds.
  I’m blind, not deaf.
  – Illidan Stormrage,  
  in Warcraft III
  
   
  Sound SpellS 
  10
  The spell creates an area of quiet where all forms of hear-
  ing (including Sonar, Subsonic Hearing, Ultrahearing, and 
  Vibration Sense) are impossible. Nothing that happens in this 
  area makes any sound. An area of silence counters effects 
  that depend on sound transmission, such as Disrupt and 
  Sound Jet. Spells reliant on sorcerous incantations cannot be 
  cast within a muted zone.
  Statistics: Obscure 10 (Hearing; Extended, Sonar, Sub-
  sonic Hearing, Ultrahearing, and Vibration Sense, +80%; 
  Extended Duration, 3¥, +20%; Ranged, +50%; Sorcery, -15%; 
  Stealthy, +100%; Variable, Area, +5%) [68]. Further levels add 
  Area Effect (+50%) [+10].
  Silver Tongue
  Keywords: Buff.
  Full Cost: 25 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: One minute.
  This spell enhances the subject’s voice to be clear and 
  attractive. Others react to the spell’s recipient at +2 if they can 
  hear that person’s voice. Additionally, the spell grants the ben-
  eficiary +2 with Diplomacy, Fast-Talk, Mimicry, Performance, 
  Politics, Public Speaking, Sex Appeal, and Singing. When 
  cast upon somebody with Disturbing Voice or Stuttering, this 
  spell instead suppresses one of these disadvantages for the 
  duration. Beings that already have the Voice advantage gain 
  no further benefit from this spell.
  Statistics: Affliction 1 (HT; Alternative Enhancements, 
  +138%; Fixed Duration, +0%; Increased 1/2D, 10¥, +15%; 
  No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, 
  -15%) [25]. Notes: Alternative Enhancements includes Advan-
  tage, Silver Tongue, +90%; Negated Disadvantage, Disturb-
  ing Voice, +100%; and Negated Disadvantage, Stuttering, 
  +100% taken as alternative enhancements (see the GURPS 
  Power-Ups 4: Enhancements, p. 13). “Silver Tongue” is 
  Voice (Magical, -10%) [9].
  Sound
  Keywords: Area (Leveled).
  Full Cost: 15 points for level 1 + 12.5 points/additional 
  level*.
  Casting Roll: None. Use IQ to determine how convincing 
  it is.
  Range: 100 yards.
  Duration: Indefinite.
  The sorcerer projects any sort of meaningless sound, such 
  as the clash of battle, the cheering of a crowd, the hum of a 
  bee swarm, or similar, to anywhere that they can see within 
  100 yards; see Area (Sorcery, p. 9) for the size. This sound 
  extends into the subsonic and ultrasonic hearing ranges. The 
  spell cannot produce loud noise that would harm, frighten, or 
  deafen anyone.
  The caster must win a Quick Contest of IQ against the 
  Per of anyone they want to fool; otherwise, the targets notice 
  something “off” about the sound. Do not apply range penal-
  ties to the casting roll. The targets’ roll is at +4 if the sound is 
  not believable in the current environment or +8 if it also lacks 
  a visual cue that normally accompanies it. Regardless of the 
  result, the sound does not disappear. Thus, even an unsubtle 
  use of this spell can create white noise.
  Statistics: Illusion (Accessibility, Only meaningless sounds, 
  -25%; Auditory Only, -70%; Environmental, Sound-trans-
  mitting mediums, -10%; Extended, Subsonic Hearing and 
  Ultrahearing, +10%; Independence, +40%; Nuisance Effect, 
  Cannot concentrate to change sound, -10%; Ranged, +40%; 
  Sorcery, -15%) [15]. Additional levels add Area Effect (+50%) 
  [+12.5].
  * Calculate the total cost and then round up. Level 2 costs 
  28 points, level 3 costs 40 points, level 4 costs 53 points, level 
  5 costs 65 points, and so on.
  Sound Jet
  Keywords: Jet, Obvious.
  Full Cost: 25 points.
  Casting Roll: None. Use Innate Attack (Beam) to hit.
  Range: 5 yards.
  Duration: Instantaneous.
  The sorcerer projects a jet of sonic waves from a fingertip, 
  which can strike any target up to five yards away. It can be 
  dodged or blocked, but not parried. Treat this as a long melee 
  weapon rather than a ranged attack, and do not apply range 
  or speed penalties. A creature struck by the jet is stunned 
  unless they make a successful HT roll. DR gives +1 to the tar-
  get’s effective HT for every five points of DR. The target may 
  roll versus HT once per second to recover. This spell works 
  identically in air and underwater, but cannot penetrate Wall 
  of Silence (p. 12) and is blocked by Silence (pp. 9-10).
  Statistics: Affliction 1 (HT; Armor Divisor (5), +150%; Block-
  able, -5%; Environmental, Sound-transmitting mediums, 
  -10%; Increased 1/2D, 2¥, +5%; Increased Range, 10¥ (Acces-
  sibility, Underwater only, -50%), +15%; Jet, +0%; Reduced 
  Range, 1/2, -10%; Sorcery, -15%; Underwater, +20%) [25].
  Sound Vision
  Keywords: Buff.
  Full Cost: 29 points.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: One minute.
  The subject can see by sound, like a bat or a dolphin. The 
  base range of Sound Vision is 20 yards in air (multiplied by 
  air pressure in atmospheres) or 2,000 yards in water, with an 
  arc of 120°. Sound Vision lets the subject locate objects and 
  scan their shapes with a resolution of one millimeter in air, 
  or five millimeters in water. Distinguishing fine relief (e.g., to 
  identify a face) requires a Sense roll, at -3 in water. In combat, 
  the subject may ignore darkness penalties.
  Sound Vision does not function in vacuum or if the subject 
  is deafened. It can be blocked by Silence or Wall of Silence, or 
  fooled by ultra-tech sonar jammers or very loud noises, such 
  as an explosion or the Noise spell. Its waves can be detected 
  at twice its range by passive sonar, hydrophones, or anyone 
  with the Ultrahearing (p. B94) advantage. The subject cannot 
  “turn off” Sound Vision.
  
   
  Sound SpellS 
  11
  Statistics: Affliction 1 (HT; Advantage, Sound Vision, 
  +180%; Fixed Duration, +0%; Increased 1/2D, 10¥, +15%; No 
  Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) 
  [29]. Notes: “Sound Vision” is Sonar (Magical, -10%) [18].
  Thunderclap
  Keywords: Area (Leveled), Resisted 
  (HT).
  Full Cost: 36 points for level 1 + 5 
  points/additional level.
  Casting Roll: Will.
  Range: Unlimited.
  Duration: Instantaneous (but see 
  below).
  A loud sound, like an explosion 
  or thunder, fills the area. Everyone 
  within must resist with HT; Protected 
  Hearing gives +5, Hard of Hearing 
  gives +4, and those with Deafness are 
  immune. If the caster is within the 
  area, they must roll as well, but at +5. 
  Everyone who fails to resist is deaf-
  ened for 10 minutes times their mar-
  gin of failure.
  Statistics: Affliction 1 (HT; Area 
  Effect, 2 yards, +50%; Disadvantage, 
  Deafness, +20%; Extended Duration, 
  10¥, +40%; Hearing-Based, -20%; Male-
  diction 2, +150%; No Signature, +20%; 
  Nuisance Effect, Loud, -5%; Sorcery, -15%; Variable, Area, 
  +5%) [35] + Protected Hearing (Accessibility, Only versus 
  own Thunderclap, -80%) [1]. Additional levels add Area Effect 
  (+50%) [+5].
  Voices
  Keywords: Area (Leveled).
  Full Cost: 8 points for level 1 + 12.5 points/additional level*.
  Casting Roll: None. Use IQ to determine how convincing 
  it is.
  Range: 100 yards.
  Duration: Indefinite.
  The sorcerer creates any sort of meaningful sound of 
  normal speaking volume – voices, music, or anything simi-
  lar – anywhere that they can see within 100 yards; see Area 
  (Sorcery, p. 9) for the size. This sound extends into the sub-
  sonic and ultrasonic hearing ranges.
  The caster must win a Quick Contest of IQ against the 
  Per of anyone they want to fool; otherwise, the targets notice 
  something “off” about the sound. The sorcerer can substitute 
  IQ with Acting or Mimicry when imitating specific voices, 
  Singing for songs, or Musical Instrument or Electronics 
  Operation (Media) for music. Do not apply range penalties to 
  the roll. The target’s roll is at +4 if the sound is not believable 
  in the current situation; for example, when hearing a voice 
  in an empty room with no visible speakers. Regardless of the 
  result, the sound does not disappear. Thus, even an unsubtle 
  use of this spell produces the desired sound.
  Unlike Sound (p. 10), this spell requires constant concen-
  tration to maintain.
  Statistics: Illusion (Accessibility, Only meaningful sounds, 
  -25%; Auditory Only, -70%; Environmental, Sound-transmit-
  ting mediums, -10%; Extended, Subsonic Hearing and Ultra-
  hearing, +10%; Ranged, +40%; Sorcery, -15%) [8]. Additional 
  levels add Area Effect (+50%) 
  [+12.5].
  * Calculate the total cost 
  and then round down (because 
  the base ability costs just 7.5 
  points before rounding). Level 
  2 of the spell costs 20 points, 
  level 3 costs 33 points, level 4 
  costs 45 points, level 5 costs 58 
  points, and so on.
  Wail of the Banshee
  Keywords: Resisted (HT).
  Full Cost: 64 points.
  Casting Roll: Will.
  Range: Unlimited.
  Duration: Instantaneous.
  The caster unleashes a loud 
  howl, audible to everyone, but 
  intended for a specific target. 
  Only living creatures with IQ 
  6+ and no Supernatural Dura-
  bility, Unaging, or Unkillable 
  may be affected by this spell. 
  The howl must reach the intended 
  victim through a sound-transmitting medium – Silence or a 
  similar spell will block it, but Deafness, Hard of Hearing, and 
  Protected Hearing provide no benefit. If the sorcerer cannot 
  both see and point to the target, the caster must at least know 
  the subject’s common name. This spell uses Long-Distance 
  Modifiers (p. B241).
  If the victim fails to resist, they die instantly from seem-
  ingly natural causes such as generalized organ failure from 
  great age, unless the GM wants to get specific.
  Critical failure on the casting roll gives the caster Cannot 
  Speak (p. B125). The sorcerer can only make horrible wails 
  until they buy off this disadvantage.
  Statistics: Affliction 1 (HT; Accessibility, Only on IQ 6+ 
  living targets, -15%; Disadvantage, Fragile (Enhanced Unnat-
  ural), +100%; Environmental, Sound-transmitting mediums, 
  -10%; Heart Attack, +300%; Malediction 3, +200%; Must 
  know a target’s name or Requires Gesture and Vision-Based, 
  Reversed, -15%; No Psychic Signature, +20%; Nuisance 
  Effect, Critical failure results in Cannot Speak, -10%; Nui-
  sance Effect, Does not affect targets with Supernatural Dura-
  bility, Unaging, or Unkillable, -5%; Nuisance Effect, Loud, 
  -5%; Requires a scream, -10%; Sorcery, -15%) [64]. Notes: See 
  Fatal Frequency (p. 6) for details about Fragile (Enhanced 
  Unnatural). Specifics of this spell restrict the sorcerer’s 
  options when using Alternative Rituals (Sorcery, p. 7). The 
  need to know a name or suffer from both Requires Gesture 
  and Vision-Based, Reversed is priced as one limitation per 
  Either/Or Limitations (GURPS Power-Ups 8: Limitations, 
  p. 6). This spell originally appeared in GURPS Magic: Death 
  Spells, p. 20.
  
   
  Sound SpellS 
  12
  Wall of Silence
  Keywords: Area (Leveled).
  Full Cost: 68 points for level 1 + 10 points/additional level.
  Casting Roll: None. Use Innate Attack (Gaze) to aim.
  Range: 100 yards.
  Duration: 30 seconds.
  The spell encircles an area with a four-yard-tall wall of 
  quiet that blocks all forms of hearing (including Sonar, Sub-
  sonic Hearing, Ultrahearing, and Vibration Sense). Nothing 
  that happens in this area can be heard outside and vice versa. 
  Effects that depend on sound transmission, such as Disrupt 
  and Sound Jet, cannot penetrate Wall of Silence.
  Statistics: Obscure 10 (Hearing; Extended, Sonar, Subsonic 
  Hearing, Ultrahearing, and Vibration Sense, +80%; Extended 
  Duration, 3¥, +20%; Only around the border of the area, -0%; 
  Ranged, +50%; Sorcery, -15%; Stealthy, +100%; Variable, 
  Area, +5%) [68]. Further levels add Area Effect (+50%) [+10].
  Withering Wail
  Keywords: Area (Leveled).
  Full Cost: 38 points for level 1 + 5 points/additional level.
  Casting Roll: None.
  Range: Self.
  Duration: Instantaneous.
  The sorcerer emits a horrible screech that disrupts living 
  flesh in an area around the caster. The spell inflicts 2d non-in-
  cendiary burning damage that ignores DR.
  Victims need not hear the howl, however; Deafness, Pro-
  tected Hearing, mundane countermeasures, and so on afford 
  no protection. Silence (pp. 9-10) or Wall of Silence (above) 
  stops Withering Wail.
  Statistics: Burning Attack 2d (Accessibility, Only affects 
  living flesh, -10%; Area Effect, 2 yards, +50%; Cosmic, Irre-
  sistible Attack, +300%; Emanation, -20%; Environmental, 
  Sound-transmitting mediums, -10%; No Incendiary Effect, 
  -10%; Requires being able to screech, -10%; Sorcery, -15%) 
  [38]. Additional levels add more Area Effect (+50%) [+5]. 
  Notes: Specifics of this spell restrict the sorcerer’s options 
  when using Alternative Rituals (Sorcery, p. 7). This spell orig-
  inally appeared in GURPS Magic: Artillery Spells, p. 25.
  Wizard Ear
  Keywords: None.
  Full Cost: 50 points.
  Casting Roll: IQ. Special casting time (see below).
  Range: 20 yards.
  Duration: Indefinite.
  After concentrating for one minute, the sorcerer creates 
  a floating replica of an ear that they can hear through. If the 
  caster cannot see the casting point, but can specify direction 
  and distance to it, the casting roll is at -5. On failure by 1, the 
  spell creates the Wizard Ear in another valid location of the 
  GM’s choosing.
  The sorcerer may concentrate for one second and make 
  another casting roll to move the Wizard Ear to a different 
  point within range or dismiss it. This is not considered a sep-
  arate casting and does not cost FP. While inside a moving 
  object, the Wizard Ear will move with that object with no spe-
  cial concentration on the user’s part.
  In combat, the sorcerer specifies whether they’re giving 
  priority to natural hearing or the Wizard Ear at the start of 
  each turn. All tasks that depend on the deprioritized hearing 
  source are at -4. Voluntarily moving the Wizard Ear automat-
  ically gives it priority.
  For the purpose of range-dependent abilities (e.g., spells 
  cast on or by the user), calculate all ranges from their body, 
  not the Wizard Ear.
  Wizard Ear can be attacked and destroyed. Treat it as 
  an SM -7 object with no DR (regardless of the user’s natu-
  ral DR) and HP equal to the caster’s HP/4. Should the ear be 
  destroyed, the sorcerer loses the ability to cast this spell for 
  five minutes.
  Statistics: Clairsentience (Aware, +50%; Breakable, DR 
  0, SM -7, -25%; Clairaudience, -30%; Fixed Range, -5%; 
  Increased Range, 2¥, +10%; No Strain, +25%; Sorcery, -15%; 
  Visible, -10%) [50]. Notes: The No Strain enhancement was 
  borrowed from Warp.
  Wizard Mouth
  Keywords: None.
  Full Cost: 51 points.
  Casting Roll: None.
  Range: Touch.
  Duration: Indefinite.
  The sorcerer creates 
  a floating replica of a mouth and lips, through which the 
  user can speak and taste. The Wizard Mouth appears within 
  reach, floating in the air. It can be guided through the air 
  with a Move of 10 via a Concentrate maneuver. However, the 
  Wizard Mouth possesses no navigational senses, so the caster 
  must rely on their own vision and, perhaps, memory.
  Wizard Mouth can be used to remotely taste things and 
  to talk, but not to cast spells. It cannot manipulate objects or 
  bite. For the purpose of range-dependent abilities (e.g., spells 
  cast on or by the user), calculate all ranges from the caster’s 
  body, not the Wizard Mouth.
  Wizard Mouth can be attacked and destroyed. Treat it as 
  an SM -6 object with no DR (regardless of the user’s natural 
  DR) and HP 1. Should the mouth be destroyed, the sorcerer 
  loses the ability to cast this spell for five minutes.
  This is also a Food spell and a Knowledge spell.
  Statistics: Extra Mouth 1 (Accessibility, Only for tasting 
  and mundane speech, -50%; Breakable, DR 0, SM -6, -30%”; 
  Cosmic, Conjured, +50%; Cosmic, Mobile, +50%; Link, +10%; 
  Mobile 10, +400%; Sorcery, -15%) [27] + Injury Tolerance 
  (Independent Body Parts; Accessibility, Only Extra Mouth, 
  -80%; Cosmic, Voluntary, +50%; Link, +10%; Magical, -10%) 
  [26]. Notes: Cosmic, Conjured, +50% represents the Wizard 
  Mouth being a conjured construct, not an actual body part 
  that can be crippled. Cosmic, Mobile, +50% allows applying 
  the Mobile enhancement to Extra Mouth; since the Wizard 
  Mouth lacks the ability to bite, manipulate objects, or cast 
  spells, this addition is unlikely to cause balance problems. 
  Cosmic, Voluntary means that you choose when to create 
  the extra mouth; it is not always on and it does not rely on a 
  dismembering attack to function.
  I go where  
  the sound of 
  thunder is.
  – Alfred M. Gray
  
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Thaumatology Sorcery Sound Spells .pdf