TEXT: The Renegade Mage’s  
  Unofficial GURPS Magic Spell Errata 
  Created by Steven E. Ehrbar.  Last revision August 1st, 2010
  General Revision 
  The cost to cast a Regular spell on an object 
  (Magic, p.9, Basic Set, p.239) with SM +1 or 
  greater goes up at the ratio of the linear 
  measurement to SM 0.  See table at the end for a 
  convenient list. 
  Specific Spells 
  Purify Air, p.23: 
  Duration is “Instantaneous.” 
  Destroy Air, p.24: 
  Duration is “Instantaneous.” 
  Air Jet, p.24: 
  “The jet does crushing damage to 
  vaporous beings or swarms.” 
  Earth to Air, p.25: 
  Duration is “Instantaneous.” 
  Beast-Soother, p.29: 
  Duration is “Instantaneous.” 
  Thirst, p.38: 
  This is also a Water spell, not Food. 
  Wither Limb, p.40-41: 
  Duration is “Instantaneous.” 
  Deathtouch, p.41: 
  Damage type is toxic (affects undead). 
  Enlarge, p.42: 
  Cost is 15 per +1 SM, half to maintain. 
  Enlarge Other, p.43: 
  Cost is 15 per +1 SM, half to maintain. 
  Exchange Bodies, p.49: 
   
  Duration is “Instantaneous.” 
  Earth to Water, p.52: 
   
  Duration is “Instantaneous.” 
  Purify Earth, p.54: 
  Duration is “Instantaneous.” 
  Deflect, p.67: 
   
  Replace as follows. 
  “The enchanted item of clothing, 
  jewelry, or armor allows its wearer to 
  dodge more effectively; each level of 
  enchantment gives the wearer +1 to 
  Dodge, up to a maximum of +3. 
  “Energy cost to cast: 1,000 for +1 for 
  dodge, 2,000 for +2, and 4,000 for +3. 
  This cost is not reduced for individual 
  pieces of armor.  The spell may be recast 
  at a higher level as with Accuracy (p.65). 
  “Prerequisites: Enchant and Haste. 
  “Special: Items that can be enchanted 
  with Deflect, Defending Weapon, or 
  Defending Shield can be enchanted with 
  all three at the same level, at a cost of 
  2,000 for +1, 4,000 for +2, and 8,000 
  for +3.  Published items enchanted with 
  Deflect should be treated as if they were 
  enchanted with all three spells.” 
  Flame Jet, p.73: 
   
  Damage type is burning. 
  Rain of Fire, p.74: 
   
  Damage type is burning. 
  Fireball, p.74-75: 
   
  Damage type is crushing (incendiary). 
  Explosive Fireball, p.75: 
   
  Damage type is crushing (incendiary). 
  Flaming Weapon, p.75: 
   
  Damage added is burning. 
  Flaming Missiles, p.75: 
   
  Damage added is burning. 
  Burning Touch, p.76: 
   
  Damage type is burning. 
  Prepare Game, p.78: 
  Duration is “Instantaneous.” 
  
  Poison Food, p.78: 
   
  Damage type is toxic. 
  Thirst, p.78: 
   
  This is a Water spell, not Food. 
  Essential Food, p.79: 
  Duration is “Permanent.” 
  Distill, p.79 
  Duration is “Instantaneous.” 
  Plane Shift, p.83: 
  Duration is “Instantaneous.” 
  Plane Shift Other, p.83: 
  Duration is “Instantaneous.” 
  Final Rest, p.89: 
  Duration is “Instantaneous.” 
  Share Vitality, p.90: 
  Duration is “Instantaneous.” 
  Stop Bleeding, p.91: 
  Duration is “Instantaneous.” 
  Neutralize Poison, p.92: 
  Duration is “Instantaneous.” 
  Relieve Addiction, p.92: 
  Replace the text in parentheses with 
  “(see p.B440)”. 
  Restore Memory, p.92: 
  Duration is “Instantaneous.” 
  Restoration, p.93: 
  Duration is “Instantaneous.” 
  Regeneration, p.93: 
  Duration is “Instantaneous.” 
  Resurrection, p.94: 
  Duration is “Instantaneous.” 
  Inspired Creation, p.115: 
  Duration is “The usual time to make the 
  object.”  Time to cast is “One minute.” 
  Weaken, p.116: 
  Damage type is corrosion. 
  Clean, p.116: 
  Duration is “Instantaneous.” 
  Shatter, p.116-117: 
  Replace second sentence with, “If the 
  spell does damage equal to or greater 
  than the HP of the subject, it is reduced 
  to −5×HP and a pile of shards; 
  otherwise the subject is unharmed.” 
  Fasten, p.118: 
  Duration is “Instantaneous.” 
  Repair, p.118: 
  Duration is “Instantaneous.” 
  Enlarge Object, p.120: 
  Cost is 15 per +1 SM, half to maintain. 
  Disintegrate, p.120: 
  Replace first two sentences with, 
  “Similar to Shatter.  If the spell does 
  damage equal to or greater than the HP 
  of the subject, it is reduced to −10×HP 
  and a small amount of dust; otherwise 
  the subject is unharmed.” 
  Duration is “Instantaneous.” 
  Drain Mana, p.127: 
  Duration is “Instantaneous.” 
  Steal Energy, p.150: 
  Duration is “Instantaneous.” 
  Steal Vitality, p.150: 
  Duration is “Instantaneous.” 
  Age, p.154: 
  Duration is “Instantaneous.” 
  Pestilence, p.154: 
  Duration is “Instantaneous.” 
  Steal Youth, p.158: 
  Duration is “Instantaneous.” 
  Heal Plant, p.161: 
  Duration is “Instantaneous.” 
  Create Plant, p.163: 
  Duration is “Instantaneous.” 
  Rejuvenate Plant, p.163:  
  Duration is “Instantaneous.” 
  Wither Plant, p.163:  
  Duration is “Instantaneous.” 
  
  Rebuild, p.177 : 
  Duration is “Instantaneous.” 
  Extinguish Radiation, p.181:  
  Duration is “Instantaneous.” 
  Destroy Water, p.185:  
  Duration is “Instantaneous.” 
  Icy Weapon, p.185: 
  Damage added is burning (no fires). 
  Icy Missiles, p.186 
  Damage added is burning (no fires). 
  Melt Ice, p.186  
  Duration is “Instantaneous.  The water 
  refreezes in ten minutes if area is below 
  freezing.” 
  Dehydrate, p.188:  
  Duration is “Instantaneous.” 
  Damage type is toxic. 
  Dry Spring, p.188:  
  Duration is “Instantaneous.” 
  Frostbite, p.189:  
  Duration is “Instantaneous.” 
  Damage type is burning (no fires). 
  Boil Water, p.189:  
  Duration is “Instantaneous.” 
  Condense Steam, p.189:  
  Duration is “Instantaneous.” 
  Create Spring, p.190:  
  Duration is “Instantaneous.” 
  Flesh to Ice, p.190:  
  Duration is “Instantaneous.” 
  Geyser, p.190-191: 
  Damage type is burning (no fires). 
  Rain of Acid, p.191: 
   
  Damage type is corrosion. 
  Steam Jet, p.191: 
  Damage type is burning (no fires). 
  Acid Ball, p.191: 
   
  Damage type is corrosion. 
  Acid Jet, p.192: 
   
  Damage type is corrosion. 
  Icy Breath, p.192: 
  Damage type is burning (no fires). 
  Breathe Steam, p.192: 
  Damage type is burning (no fires). 
  Spit Acid, p.192: 
   
  Damage type is corrosion. 
  Wall of Lightning, p.197: 
   
  Damage has the surge modifier. 
  Ball of Lightning, p.197: 
   
  Damage has the surge modifier. 
  Lightning Stare, p.198: 
   
  Damage has the surge modifier. 
  Lightning Armor, p.198: 
   
  Damage has the surge modifier. 
  Lightning Weapon, p.198: 
   
  Damage added is burning. 
  Lightning Missiles, p.198: 
   
  Damage added is burning. 
  Economics and Standard Magic Spells 
  Many spells in GURPS Magic have 
  potentially serious effects on economies 
  (especially pseudo-medieval economies) because 
  they radically ease the production of various 
  basic items.  These are not “broken” in the sense 
  that they allow the player to easily destroy 
  worlds (like the printed Enlarge Object does), 
  are incompatible with 4e rules, or the like, but 
  can disrupt a world where they haven’t been 
  taken into account.  Some notes on these spells 
  follow. 
  Beast Summoning, Beast Seeker 
  Radically simplify hunting, whaling, and 
  fishing efforts, significantly reducing the labor 
  
  necessary to acquire animal products.  If this is a 
  problem, consider making them (or at least the 
  first) only work if cast with non-hostile intent. 
  Hair Growth 
   
  The always-on item allows a single wool-
  bearing animal to replace one million others, 
  radically changing the textile industry.  The spell 
  alone can wreak smaller changes.  If this is a 
  problem, consider having the hair grown 
  immediately disappear when cut. 
  Earth to Stone 
   
  Turning adobe (or other items of earth) 
  into stone is relatively safe in most cases.  
  Turning blocks of stone into metal radically 
  increases the availability of metals in pre-
  industrial settings.  Turning stone into 
  exceptionally useful and rare metals like 
  platinum-group metals can radically alter even 
  industrialized worlds.  Always-on wands (made 
  with Power) greatly increase these effects. 
   
  There are a number of possibilities to 
  mitigate these changes.  Don’t allow two-step 
  transformations (one casting to make stone, a 
  second to turn the stone to metal).  Restrict the 
  spell to a 24-hour duration at TLs below 6 (or 
  mid-5).  Restrict the metals created to solid 
  forms of the seven classical metals (gold, silver, 
  copper, lead, tin, iron, and mercury) and alloys 
  composed entirely of those metals.  Treat 
  passing magically-created metals as the real 
  thing as counterfeiting, and note that people 
  dealing with gold can usually afford to test if it’s 
  magical (and the same with lots of silver). 
  Golem 
   
  This spell is potentially hazardous if you 
  allow sweeping changes to the basic golem’s 
  template.  For example, quadriplegic ST 1 DX 1 
  IQ 18 golems with 4 levels of Mathematical 
  Ability and 20 points in Mathematics will 
  radically change most worlds that don’t have 
  computers with AI. 
  Tell Time, Know Location 
   
  Tell Time will radically simplify finding 
  longitude, and thus improve navigation at sea at 
  TL 5 and below—unless it’s limited to giving 
  local time, not time relative to a fixed clock.  
  Know Location will do this even better. 
  Copy 
  Prior to the invention of the printing 
  press, this spell will radically increase the 
  availability of books. 
  Purify Earth, Heal Plant, Bless Plants, Plant 
  Growth, Blossom, Rain 
   
  These spells can save crops and/or 
  significantly increase the crop yields, reducing 
  the area of farms and number of farmers 
  necessary to support a society. 
  Atmosphere Dome 
   
  Depending on how quickly you let it 
  work, it can be used to cheaply accumulate large 
  amounts of specific gasses.  Since pressure is at 
  the caster’s choice, this can be at very high 
  compression.  Impose limits if you don’t want 
  characters accumulating a dome of pure 
  methane at thousands of psi from the 1.79 ppm 
  in Earth’s atmosphere. 
  Rebuild 
   
  Players will try things like multiplying 
  rare metals (cut a small piece off, melt the 
  object, Rebuild from the piece, repeat), or 
  duplicating an expensive item (break it into 
  pieces, Rebuild each one).  Requiring expensive 
  material components for the spell, scaled to the 
  value of the item to be recreated, can limit or 
  stop these tricks.
   
   
   
  
  Extended Size and Speed/Range Table 
  Speed/Range 
  Size 
  Linear Measurements 
   
  Regular Spell Cost Multiplier 
  0 
  0 
  2 yd 
   
  ×1 
  -1 
  +1 
  3 yd 
   
  ×1.5 
  -2 
  +2 
  5 yd 
   
  ×2 
  -3 
  +3 
  7 yd 
   
  ×3 
  -4 
  +4 
  10 yd 
   
  ×5 
  -5 
  +5 
  15 yd 
   
  ×7 
  -6 
  +6 
  20 yd 
   
  ×10 
  -7 
  +7 
  30 yd 
   
  ×15 
  -8 
  +8 
  50 yd 
   
  ×25 
  -9 
  +9 
  70 yd 
   
  ×35 
  -10 
  +10 
  100 yd 
   
  ×50 
  -11 
  +11 
  150 yd 
   
  ×75 
  -12 
  +12 
  200 yd 
   
  ×100 
  -13 
  +13 
  300 yd 
   
  ×150 
  -14 
  +14 
  500 yd 
   
  ×250 
  -15 
  +15 
  700 yd 
   
  ×350 
  -16 
  +16 
  1,000 yd 
   
  ×500 
  -17 
  +17 
  1,500 yd 
   
  ×750 
  -18 
  +18 
  2,000 yd 
  1 mile 
  ×1,000 
  -19 
  +19 
  3,000 yd 
  1.5 miles 
  ×1,500 
  -20 
  +20 
  5,000 yd 
  2.5 miles 
  ×2,500 
  -21 
  +21 
  7,000 yd 
  3.5 miles 
  ×3,500 
  -22 
  +22 
  10,000 yd 
  5 miles 
  ×5,000 
  -23 
  +23 
  15,000 yd 
  7.5 miles 
  ×7,500 
  -24 
  +24 
  20,000 yd 
  10 miles 
  ×10,000 
  -25 
  +25 
  30,000 yd 
  15 miles 
  ×15,000 
  -26 
  +26 
  50,000 yd 
  25 miles 
  ×25,000 
  -27 
  +27 
  70,000 yd 
  35 miles 
  ×35,000 
  -28 
  +28 
  100,000 yd 
  50 miles 
  ×50,000 
  -29 
  +29 
  150,000 yd 
  75 miles 
  ×75,000 
  -30 
  +30 
  200,000 yd 
  100 miles 
  ×100,000 
  -31 
  +31 
  300,000 yd 
  150 miles 
  ×150,000 
  -32 
  +32 
  500,000 yd 
  250 miles 
  ×250,000 
  -33 
  +33 
  700,000 yd 
  350 miles 
  ×350,000 
  -34 
  +34 
  1,000,000 yd 
  500 miles 
  ×500,000 
  -35 
  +35 
  1,500,000 yd 
  700 miles 
  ×750,000 
  -36 
  +36 
  2,000,000 yd 
  1,000 miles 
  ×1,000,000 
  -37 
  +37 
  3,000,000 yd 
  1,500 miles 
  ×1,500,000 
  -38 
  +38 
  5,000,000 yd 
  2,000 miles 
  ×2,500,000 
  -39 
  +39 
  7,000,000 yd 
  3,000 miles 
  ×3,500,000 
  -40 
  +40 
  10,000,000 yd 
  5,000 miles 
  ×5,000,000 
  -41 
  +41 
  15,000,000 yd 
  7,000 miles 
  ×7,500,000 
  -42 
  +42 
  20,000,000 yd 
  10,000 miles 
  ×10,000,000 
  -43 
  +43 
  30,000,000 yd 
  15,000 miles 
  ×15,000,000 
  -44 
  +44 
  50,000,000 yd 
  20,000 miles 
  ×25,000,000 
  -45 
  +45 
  70,000,000 yd 
  30,000 miles 
  ×35,000,000 
  -46 
  +46 
  100,000,000 yd 
  50,000 miles 
  ×50,000,000 
  -47 
  +47 
  150,000,000 yd 
  70,000 miles 
  ×75,000,000 
  -48 
  +48 
  200,000,000 yd 
  100,000 miles 
  ×100,000,000 
  -49 
  +49 
  300,000,000 yd 
  150,000 miles 
  ×150,000,000 
  -50 
  +50 
  500,000,000 yd 
  200,000 miles 
  ×250,000,000 
  -51 
  +51 
  700,000,000 yd 
  300,000 miles 
  ×350,000,000 
  -52 
  +52 
  1,000,000,000 yd 
  500,000 miles 
  ×500,000,000 
  -53 
  +53 
  1,500,000,000 yd 
  700,000 miles 
  ×750,000,000 
  -54 
  +54 
  2,000,000,000 yd 
  1,000,000 miles 
  ×1,000,000,000 
  -55 
  +55 
  3,000,000,000 yd 
  1,500,000 miles 
  ×1,500,000,000 
  -56 
  +56 
  5,000,000,000 yd 
  2,000,000 miles 
  ×2,500,000,000 
  -57 
  +57 
  7,000,000,000 yd 
  3,000,000 miles 
  ×3,500,000,000 
  -58 
  +58 
  10,000,000,000 yd 
  5,000,000 miles 
  ×5,000,000,000 
  -59 
  +59 
  15,000,000,000 yd 
  7,000,000 miles 
  ×7,500,000,000 
  -60 
  +60 
  20,000,000,000 yd 
  10,000,000 miles 
  ×10,000,000,000 
  -61 
  +61 
  30,000,000,000 yd 
  15,000,000 miles 
  ×15,000,000,000 
  -62 
  +62 
  50,000,000,000 yd 
  20,000,000 miles 
  ×25,000,000,000 
  -63 
  +63 
  70,000,000,000 yd 
  30,000,000 miles 
  ×35,000,000,000 
  -64 
  +64 
  100,000,000,000 yd 
  50,000,000 miles 
  ×50,000,000,000 
  -65 
  +65 
  150,000,000,000 yd 
  70,000,000 miles 
  ×75,000,000,000 
   
  
SOURCE: textdata/thevault/GURPS [multi]/4th edition/3rd Party [Non-Steve Jackson Games]/GURPS 4e - Unofficial GURPS Magic Errata by Steven Ehrbar.pdf