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Monk's Banquet Poison Food Preserve Food Purify Food Seek Food Test Food Water to Wine
Summon Bartender - Illusion & Creation Teetotaler - Water Water to Sake - Water
Bottle Regular
This spell automatically takes food from a common pot, portions it out into glass or tin containers (mage's choice of shape and type), sterilizes the containers, and seals them allowing the mage to quickly preserve food for later use. If necessary, this spell will create the appropriate sort of containers, however, the mage must expend more energy to create them. Duration: Permanent. Cost: 1 quart of food to be prepared. For 2 points extra, the mage can create appropriate bottle, jar, or can for the
food. Prerequisite: Portion, Cook. Shape Earth and Shape Metal is required if the mage wishes to create his own bottles or cans. Item: A large stock pot with a screw on lid and a pressure valve or a wine press. Any food or drink placed into this container will automatically be bottled or canned as the mage desires. Energy Cost to Create: 250 points.
This is also a Necromantic spell. Duration: None. Simultaneous with another spell. Cost: None. Time to Cast: None. Simultaneous with another spell. Prerequisites: Magery, Decay, Blood Bank. Item: Staff, Wand or Jewelry. Energy Cost to Create: 500 points. Author: Adapted from Greg Littmann
Prerequisite: Magery, Prepare Game. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points (b) Rendering Booth GURPS Magic Items 2, p. 18. Cost: 350 points. Author: Adapted from GURPS Magic Items 2.
Cheese Regular
This spell turns milk or cream into cheese, yogurt or similar food. Duration: Permanent. Base Cost: 2 per quart of milk (which yields about 1 pound of cheese or yogurt). Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Cheese Press. Casts this spell on any milk placed in it. Energy Cost to Create: 75 to create if only one type of food can be created or 250 points if any type of food can be created.
While choking, the victim takes Suffocation damage. Liquids cannot suffocate their victims. Duration: 1 hour (effects are variable). Cost: 4 per meal (or 8 per pound of food or gallon of drink), half to maintain. Spell effects can't be maintained. Time to Cast: 10 seconds. Prerequisites: Shape Food, Poison Food Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Bowl or other container. Any food placed in it will automatically have this spell cast on it. (In a high tech campaign, many will look like peanut butter jars). Energy Cost to Create: 250 points.
Cost: 2 points per quart of drink created, 4 points if the beverage alcoholic, 10 points for hard liquor. Prerequisite: Create Water or Create Food. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Talented Mug of Many Beverages GURPS Magic Items 2, p. 18. Energy Cost to Create: 200 points. Author: Adapted from GURPS Magic Items 2.
Diet Regular
Reduces the number of calories in a meal by 50%. Nutritional value is unaffected. Duration: Permanent Base Cost: 2 per pound of food. For double cost the food can be so it only has 25% of its normal calories. For triple cost, it can be made completely non-caloric. Prerequisite: Create Food. Item: Platter or other serving container. Cast this spell on any food placed on or in it. Energy Cost to Create: 150 points.
Dishes Regular
This spell creates any sort of dish or cooking utensil the mage can imagine. At the mage's option these containers or tools can be made edible! Duration: 1 hour (permanent if edible) Base Cost: 1 for a small utensil like a fork or saucer, 2 for a larger utensil like a sauce pan or flour sifter, 3 for a complete dinner service for four, 6 for a complete set of basic kitchen utensils. 8 for the fanciest table service for eight. For 2 points extra the dishes can be made edible. Same cost to maintain (if not edible.) Prerequisite: Magery, Create Food, Cook Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points. (b) Chest, cabinet, or other closed container. The user speaks the word for the utensil he desires and when he opens the container the desired item will be appear. Energy cost to Create: 350 points.
drinking, at +1 to IQ for every pint of beverage they've imbibed. They also get +4 to IQ if they've encountered the Drink of Drought spell before. Gluttonous or Alcoholic characters or characters who are extremely thirsty roll at -2 to IQ. Victims must also roll vs. Will or become obsessed with getting something to drink. If no other source of fluid can be found, the victim must roll vs. Will (at a bonus equal to the bonus to his IQ roll to figure out what he was drinking) to avoid returning to the Drink of Drought! Characters who drink "anti-liquid" must make up the lost fluids by drinking enough real beverages to cancel the effects of this spell or by having a spell that restores fluids cast on them. This is also a Water spell. Duration: Permanent Base Cost: 4 per pint of liquid created. Time to Cast: 10 seconds Prerequisites: Magery, Create Drink, Dehydrate, Poison Water. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Cup, Bowl or other vessel for containing liquids. Whatever is placed in it is turned into anti-drink. Energy Cost to Create: 100 points per gallon of capacity. (c) A fountain, spring or other water source. Any water in this water source is turned into anti-water. Energy Cost to Create: 50 points per gallon of flow per minute. (d) Thirsty Flask. GURPS Magic Items I, p. 45. Energy Cost to Create: 250 points. Author: Self, GURPS Magic Items 1
subject. Anyone standing next to the victim when he "erupts" will be hit by a Flame Jet on roll of 9 or less. If the victim tries to block the jet, he takes flame damage to the body part or object that he used to block the blast. If the victim tries to hold in the gas, he takes triple flame damage to his vitals as the flaming gas explodes inside him! In any case, the escaping gas also has the same effect as the Stench spell and will affect everyone within 3 hexes of the victim and the scent will cling to the victim for 2d hours after the other effects of the spell have worn off. Everyone will react to the subject at -4. In polite (or even not so polite) society, the victim will probably suffer social ostracism for weeks and could get a permanent Bad Reputation! Duration: 1d seconds Cost: 5 per meal (or drink) affected. Time to Cast: 3 seconds Prerequisites: Magery 2, Indigestion, Poison Food or Poison Drink, Create Fire, Stench. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points. (b) Cup, plate or other food container. Anything placed on or in it has this spell cast on it. Energy Cost to Create: 300 points, (c) Clothing or Jewelry. Works for wearer only. Always On. Casts this spell on any food or drink that the wearer places in his mouth. Energy Cost to Create: 250 points.
Fatten Regular
Food affected by this spell on it is 50% calorific than normal. Nutritional content is unaffected. This spell is most commonly used by livestock farmers, but it is useful for men doing strenuous work in extremely cold conditions or as a way of driving dieters crazy. Duration: Permanent Base Cost: 2 points per pound of food. For double cost the food can be made twice as calorific. For triple cost, it can be made 3 times as fattening. Prerequisite: Diet Item: (a) Platter or other serving container. Casts this spell on any food placed on or in it. Energy Cost: 150 points. (b) Manger or feed stall. Casts this spell on any fodder placed in it. Energy Cost to Create: 350 points.
This spell assumes that there is a significant amount of food in the area (like what you would find at a cafeteria or a banquet). If there isn't much food in the area or the food is contained in boxes, bags or barrels so it can't fly about, then the GM can reduce the effects of the spell or just rule that it fails. Duration: 10 seconds Base Cost: 1 to cast; 1 to maintain Prerequisites: Magery, Shape Food, and 5 other Food spells. Author: Adapted from Chad Underkoffer
natural means, or via another spell such as Cure Poison. Duration: Permanent Cost: 1 per alcoholic drink, or 2 per quart of alcohol. Double cost to affect distilled liquor. Time to Cast: 3 seconds Prerequisites: Water to Wine. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 250 points (b) Bottle or cup. Any alcoholic beverage placed in it has this spell cast on it. Energy Cost to Create: 250 points. (c) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 200 points.
Item: (a) Plate, bowl, or cup Any food placed in this container has this spell cast on it. Energy Cost to Create: 100 points. (b) Staff, Wand or Jewelry. Energy Cost: 150 points.
just as wholesome and flavorful as fresh-cooked foods, or rot-gut wine could be turned into a superior vintage. This spell also allows cooking mistakes to be eliminated. For example, a fallen souffl or a burnt stew could be set to rights. While this effect cannot make bad food palatable and it can't add any ingredient is not there, it can make existing foods more desirable. It gives +2 to Cooking (or the Cook spell) skill roll since the cook has the finest ingredients to work with and can correct his mistakes. This spell counters the Flavorless spell. Poisoned food remains poisoned (unless it spoiled due to natural bacterial action). Duration: Permanent. Cost: 3 per pound of food or quart of drink, double cost is the quality desired is extremely rare or valuable. Can't be maintained. Prerequisite: Magery, Season, Nutrition Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Dish or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 250 points.
spoken. Energy Cost to Create: 100 points if only one sort of meal can be created, 500 points if any meal can be created, 750 points if each guest can choose his own meal!
Nutrition Regular
Allows a single meal to supply all the daily nutritional requirements for a creature without adding calories. Note that if a character is to avoid the effects of Starvation, he must eat the same number of calories. All this spell does is make the food more nutritionally valuable.
Duration: Permanent Base Cost: 2 points per meal. Prerequisite: Freshen. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Platter or other serving container. Casts this spell on any food placed on or in it. 100 points.
whipped cream. Note that the quality of the final product depends on the mage's skill (e.g., Cooking for preparing vegetables or whipped cream, or Brewing for malting grain for beer). Duration: Permanent Base Cost: 1 per 5 lbs. of food (minimum 1). Double cost for time consuming or complex operations. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Cutting Board, Mixing Bowl, or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 100 to create.
This spell reanimates a cooked animal up to the size of a stag, sheep, or wild boar. The cooked carcass may be partially dismembered or carved, but as long as it is at least 50% intact, this spell will take effect. When the spell is cast, the cooked animal begins to regrow any missing parts (but not any missing skin or plumage) taking 2d seconds to do so. In addition, it grows sharp teeth (or beak) and claws. When the regeneration is completed, the beast will attack any target the caster desires. The beast has the same characteristics it had in life, except that it has sharp teeth and claws which do cutting damage, its ST and Move is increased by 25% (to a minimum of 5), it's HT is increased by 2 and its HP are increased by 50%. In addition, it also has one level of Toughness (or +1 DR) and the High Pain Threshold, Damage Immunity (Doesn't Bleed, No Brain, No Vitals) and Doesn't Breathe advantages. This is also a Necromantic spell. Duration: 1 minute Cost: 2, plus 1 per 10 lbs. (dressed weight) of animal. Half to maintain. Time to Cast: 3 seconds. Prerequisite: Animate Food or Zombie. Item: (a) Staff, Wand or Jewelry. Mage Only. Energy Cost to Create: 350 points. (b) Serving platter or other serving dish. Any animal placed on it is affected by this spell after 3d minutes. Always on. Energy Cost to Create: 250 points.
Sustenance Regular
This spell automatically creates food or drink of an identical type in certain place at the same time each day. For example, the mage could use this spell to have a pot of fresh coffee in his coffee pot each morning, or to fill a bowl with food or water for an animal. If the food created the day before is not consumed, it will magically disappear when the new food appears or when the spell ends, leaving the container clean. If the container in which the food or drink is to appear is moved from the general location specified when the spell is cast, or if it is destroyed, the spell fails until a suitable replacement is found or the spell ends. The mage specifies what sort of food and drink he wishes to create, as well as its time and location of appearance. Food and drink created by this spell can never be changed once the spell is cast. In addition, food or drink created by this spell will vanish if not consumed before the next meal appears or if the food or drink is removed more than 5 hexes from the location to which the food was summoned. This spell was designed to allow a solitary mage to feed and water the livestock on his estate and the experimental animals in his lab when he was away. Duration: Variable (see below) Cost: 1 per pound of food or quart of drink to be created,. plus 1 per each day that the spell will run. Double cost if more than one type of food and/or drink is to be created. Quadruple cost if the food or drink is rare and/or expensive. Time to Cast: 1 minute. Prerequisites: Create Food, Create Drink, Delay. Item: (a) Staff, Wand or Jewelry. Energy Cost: 150 points. (b) Bowl or Plate. Creates one sort of food or drink at a set time each day. Energy Cost: 50 points per pound of food or drink created. (c) This spell can be made permanent for 50 times the base cost to produce the food, plus 100 points.
object that needs a lot of preparation before it can be turned into food. On a roll of 6 it brings something inedible and foul. Otherwise the amount that the skill roll was made by determines the quality of the food. The mage can exclude known sources of food if he specifies them before he casts this spell. In an urban area, larcenous mages use this spell whenever they wish to order "take-out" food. Duration: Permanent Cost: 3 points per pound of food. Each doubling of cost doubles the distance from which food can be summoned. Time to Cast: 5 seconds Prerequisite: Magery, Create Food. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 350 points (b) Cattle Cleaver. GURPS Magic Items 2, p. 17. Energy Cost to Create: 350 points. Author: Adapted from GURPS Magic Items 2.
This spell makes food and drink look incredibly tasty. Anyone who tastes even a morsel of the food must roll vs. Will or eat until they are sated. Characters with Gluttony are at -4 to resist. This spell can't make foods which the subject wouldn't normally eat appear tasty to him, for example, hay couldn't be made to appear tasty to a human, but it would look delicious to a horse. Likewise, the subject gets +4 to Will to avoid foods which he knows will adversely affect him in some way (by aggravating a food allergy or making him break a Vow, for example). No bonus to Will is allowed if the dangers of eating don't seem serious or immediately obvious. For example, a character wouldn't get a bonus just because he was trying to lose weight or because he suspected that someone might be trying to poison him. This is also a Mind Control spell. Duration: 4 hours Base Cost: 2 per pound of food or quart of drink. Can't be maintained. Prerequisite: Delicious Aroma, Hunger Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 300 points. (b) Dish or other serving container. Casts this spell on any food placed in it. Energy Cost to Create: 350 points.
Trencherman Regular
This spell will allow the subject to eat and drink as much as he wishes and not suffer any ill effects from overeating. However, the food and drink will have their normal effects in all other ways. Food still has calories, alcohol still makes the character drunk and poisoned food still harms the character. If the subject uses this spell to drink to excess he could very well kill himself with alcohol poisoning! This is also a Body Control spell. Duration: 4 hours (plus time to eliminate the food by normal means). Cost: 2, 1 to maintain. Prerequisites: Shape Food, Toughness. Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 150 points. (b) Clothing or Jewelry. Works for wearer only. Energy Cost to Create: 100 points (c) Plate, Bowl or Cup. Anything eaten or drunk from this item is treated as if the subject had the Trencherman spell on him. Energy Cost to Create: 200 points.
The quality of the final product is determined by the mage's Brewing or Distilling skill. Duration: Permanent Cost: 2 per quart of water. Water is turned into 1 quart of beer, 4 oz. of wine, or 1 oz of distilled liquor. Time to Cast: 1 second per point of energy used to cast the spell. Prerequisites: Water to Wine Item: (a) Staff, Wand or Jewelry. Energy Cost to Create: 500 points. (b) Still or Fermenting Vat. Energy Cost to Create: 350. Author: Adapted from GURPS Japan