Ohhhhh, yeah. It's that time again. The time for me to scavenge treasures from the past and turn them into

**Sorcery** spells for

*GURPS.* So what's up first? Well, I asked three random folks what spell they'd like to see for

*Sorcery* and these were the things that popped up (and interested me).

**Cureja - Final Fantasy**
*Keywords:* Area (Fixed), Obvious.

*Full Cost:* 138 points.

*Casting Roll:* IQ.

*Range:* Line-Of-Sight.

*Duration: *Instantaneous.

You instantly heal everyone within 4 yard area that you can see 20 HP. You may selectively choose who is healed and only injuries are cured. Disease, toxins, afflictions, etc. are unaffected.

*Statistics: *Healing (Area Effect, 4 yard, +100%; Injuries Only, -20%; Increased Range, LOS, +40%; Nuisance Effect, Cannot spend FP to increase effect, -10%; Ranged, +40%; Reduced Fatigue Cost 10, +200%; Selective Area, +20%; Sorcery, -15%; Variable, Area, +5%) [14/die].

**Gra - Phantasy Star ("Black Hole")**
*Keywords:* Area (Special), Obvious.

*Full Cost:* 73 points/level.

*Casting Roll:* IQ.

*Range:* 100 yards.

*Duration: *10 seconds

This conjures a tear in gravity that damages everyone in the a specific area. Consult the table to determine the effects:

**Area Effect**
1-yard 1d crushing damage per level which erodes DR like a corrosion attack (p. B00) and the below effects.

2-yards -1 to all Vision rolls per level and any ability that relies on vision and the below effects.

4-yards Target must make roll vs. your level of this spell x 5 or be pulled

*forward.* The maximum weight you can affect at level 1 is 5 lbs. and it moves at a rate of 5 yards/second. You can affect higher weights, but it's slower: 10 lbs at 4 yards/second; 15 lbs. at 3 yards/second; 30 lbs. at 2 yards/second, and 50 lbs. at 1 yard/second. Higher levels increase the ST of this effect adding 5 a level. Use the chart on p. B17 to determine your maximum weight and the rate that it travels.

Additionally, you may choose to vary both the damage, Vision penalties, and TK effect if you wish.

*Statistics:* Crushing Attack 1d (Area Effect, 1 yard, +25%; Cancellation, +10%; Cosmic, Erodes DR, +100%; Increased 1/2D, x10, +15%; Link, +10%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Persistent, +40%; Underwater, +20%; Variable, Area, +5%; Variable, +5%) [14.5/die] + Obscure 1 (Vision; Cancellation, +10%; Extended, All, +100%; Link, +10%; Magical, -10%; Ranged, +50%; Variable, Area, +5%; Variable, +5%) [5.4/level] + Telekinesis 5 (Area Effect, 4 yards, +100%; Attraction, Ranged, -20%; Based on IQ, +20%; Cancellation, +10%; Dissipation, -50%; Increased Range, x10, +30%; Link, +10%; Persistent, +40%; Requires IQ Roll, -10%; Sorcery, -15%; Variable, Area, +5%; Variable, +5%; Visible, -20%) [51.25/level].

**Kabuff - Dragon Quest**
*Keywords:* Area (Fixed), Buffing, Obvious.

*Full Cost:* 64 points.

*Casting Roll:* IQ.

*Range:* 100 yards.

*Duration: *3 minutes

Everyone within a 4 yard area gains a +1 to Active Defenses, +1 to HT rolls to survive death or KO, and DR 4 with the Force Field enhancement (p. B00).

*Statistics:* Affliction 1 (Area Effect, 4 yard, +100%; Defense Package, +530%; Selective Area, +20%; Sorcery, -15%) [14/die]. *Notes:* "Defense Package" is Damage Resistance 4 (Force Field, +20%; Magical, -10%) [22], Defense Meta-Trait (Magical, -10%) [27], Hard to Kill 1 (Magical, -10%) [2], and Hard to Subdue 1 (Magical, -10%) [2].