Tékumel Spell Lists
(This section has not been integrated with GURPS Grimoire or GURPS Religion.)
Spell Prerequisites
Any GURPS spell prerequisites that are more restrictive (e.g. a Generic spell with a Temple prerequisite), not available to a particular temple (e.g. a Temple spell with a prerequisite from another temple) or not allowed can be ignored.
Universal Spells
Universal Ritual Spells
-
Blur
Continual Light
Control Bird
Control Fish
Control Insect
Control Mammal
Control Mollusk
Control Reptile
Counterspell
Create Food
Darkness
Detect Magic
Dispel Magic
Force Dome
Independence
Invisibility
Lend HT
Lend ST
-
Light
Light Jet
Lighten Burden
Mage Sense
Major Healing
Mass Sleep
Minor Healing
Missile Shield
Monk's Banquet
Neutralize Poison
Regeneration
Scroll (Universal)
See Invisible
Simple Illusion
Sleep
Spell Shield (Ritual)
Ward
Universal Psychic Spells
-
Apportation
Aura
Control Person
Far-Hearing
Fear
Glass Wall
Hide Thoughts
Mind-Reading
Mind-Sending
Panic
Poltergeist
Resist Pain
Sand Jet
-
Scryguard
Seek Earth
Seek Food
Seek Plant
Seek Water
Sense Danger
Sense Emotions
Sense Foes
Sense Life
Spell Shield (Psychic)
Telepathy
Terror
Watchdog
Generic Spells
To learn Generic spells, a mage must know at least 20 Universal spells. The mage must also be a member of one of the temples listed after each spell, or the associated Cohorts.Generic Ritual Spells
Avánthe / Dilinála
-
Alter Body
Alter Visage
Animation
Banquet
Create Animal
Create Servant
Create Warrior
Cure Disease
Fatigue
Hinder
Might
Paralyze Limb
Pestilence
Reflect
Restoration
Restore ST
Scroll [Generic]
Total Paralysis
Turn Zombie
Wither Limb
-
Belkhánu / Qón
Conceal Magic
Create Animal
Create Servant
Create Warrior
Hinder
Magic Resistance
Reflect
Restoration
Restore ST
Scroll [Generic]
Spell Shield
-
Alter Body
Alter Visage
Animation
Banquet
Create Animal
Create Servant
Create Warrior
Cure Disease
Fatigue
Hinder
Might
Paralyze Limb
Pestilence
Reflect
Restoration
Restore ST
Scroll [Generic]
Total Paralysis
Turn Zombie
Wither Limb
-
Belkhánu / Qón
Conceal Magic
Create Animal
Create Servant
Create Warrior
Hinder
Magic Resistance
Reflect
Restoration
Restore ST
Scroll [Generic]
Spell Shield
Dlamélish / HríhayelAlter BodyAlter Visage Banquet Create Animal Create Servant Create Warrior Cure Disease Fatigue Hinder Might Pestilence Reflect Restoration Restore ST Scroll [Generic] |
Hnálla / DráAnimationConceal Magic Flash Hinder Magic Resistance Reflect Restore ST Scroll [Generic] Spell Shield Strike Blind Turn Zombie |
Hrü'ü / WurúAnimationCreate Animal Create Servant Create Warrior Flash Magic Resistance Paralyze Limb Reflect Restore ST Scroll [Generic] Spell Shield Strike Blind Total Paralysis Turn Zombie Wither Limb |
Kárakan /AccuracyCreate Fire Create Warrior Fatigue Fireball Fortify Hawk Vision Hinder Might Puissance Restoration Reverse Missiles Scroll [Generic] Suspend Enchantment |
Ksárul / GrugánuAnimationConceal Magic Control Zombie Create Animal Create Servant Create Warrior Cure Disease Foolishness Magic Resistance Paralyze Limb Reflect Restore ST Reverse Missiles Scroll [Generic] Spell Shield Total Paralysis Turn Zombie Wisdom Wither Limb |
Sárku / DurritlámishAccuracyAnimation Conceal Magic Control Zombie Foolishness Fortify Magic Resistance Paralyze Limb Pestilence Puissance Reflect Scroll [Generic] Spell Shield Suspend Enchantment Total Paralysis Wisdom Wither Limb |
Thúmis / KeténgkuAnimationConceal Magic Control Zombie Create Animal Create Servant Create Warrior Cure Disease Foolishness Magic Resistance Reflect Restoration Restore ST Reverse Missiles Scroll [Generic] Spell Shield Turn Zombie Wisdom |
Vimúhla / ChiténgAccuracyCreate Fire Create Warrior Fatigue Fireball Fortify Hawk Vision Hinder Might Puissance Restoration Reverse Missiles Scroll [Generic] Suspend Enchantment |
Generic Psychic Spells
Avánthe / DilinálaClumsinessDexterity Flight Hawk Flight Lend Skill Levitation |
Belkhánu / QónCharmDeath Vision Enslave Flight Great Geas Great Haste Haste Hawk Flight Hush Levitation Loyalty Madness Mage Stealth Permanent Madness Phantom Flame Silence Wall of Silence |
Dlamélish / HríhayelClumsinessDexterity Flight Hawk Flight Levitation Phantom Flame |
Hnálla / DráBorrow LanguageBorrow Skill Charm Enslave Flight Gift of Letters Gift of Tongues Great Geas Great Haste Haste Hawk Flight Hush Lend Language Lend Skill Levitation Loyalty Madness Permanent Madness Phantom Flame Silence Wall of Silence |
Hrü'ü / WurúBorrow LanguageBorrow Skill Charm Death Vision Enslave Flight Gift of Letters Gift of Tongues Great Geas Hawk Flight Hush Lend Language Levitation Loyalty Madness Mage Stealth Permanent Madness Phantom Flame Silence Wall of Silence |
Kárakan / ChegárraBraveryClumsiness Dexterity Great Haste Haste |
Ksárul / GrugánuBorrow LanguageBorrow Skill Charm Death Vision Emotion Control Enslave Flight Gift of Letters Gift of Tongues Great Geas Hawk Flight History Hush Lend Language Lend Skill Levitation Loyalty Mage Stealth Silence Wall of Silence |
Sárku / DurritlámishCharmEnslave Great Geas Hush Loyalty Madness Mage Stealth Permanent Madness Phantom Flame Silence Wall of Silence |
Thúmis / KeténgkuBorrow LanguageBorrow Skill Charm Death Vision Emotion Control Enslave Flight Gift of Letters Gift of Tongues Great Geas Hawk Flight History Lend Language Levitation Loyalty |
Vimúhla / ChiténgBraveryClumsiness Dexterity Great Haste Haste Lend Skill |
Temple Spells
To learn Temple spells, a mage must know at least 5 Generic spells. The mage must also be a member of the appropriate temple. The spell listed here are the GURPS spells that fit most easily into each of these temples. Some temples have fewer spells only because of a lack of GURPS spells appropriate to that deity. All Temple spells are Mental/Very Hard. Psychic spells are indicated with a '(P)' after the spell name.
All Temples
Resurrection
Scroll (Temple)
Summon Demon
Utter Dome
Avánthe Temple SpellsAir JetAnimate Plant Bless Plants Create Air Create Water Destroy Air Earthquake Shape Air Tanglegrowth Weather Dome |
Belkhánu Temple SpellsHideawaySense Spirit (P) Summon Shade (P) Summon Spirit (P) |
Dlamélish Temple SpellsAgeHalt Aging Illusory Disguise Steal Youth Stun Vigor (P) Youth |
Hnálla Temple SpellsBanish (Change)Dispel Illusion Invisible Wizard Eye (P) Peaceful Sleep Teleport Other Teleport Wizard Eye (P) |
Hrü'ü Temple SpellsBeast PossessionBody of Air Cold Confusion (P) Ethereal Body Freeze Frostbite Nightmare (P) Shape Ice Walk Through Earth |
Karakán Temple SpellsEarthquakeStrike Deaf Thunderclap Winged Knife |
Ksárul Temple SpellsControl CreationPowerstone |
Sárku Temple SpellsExchange BodiesFalse Memory (P) Forgetfulness (P) Mindlessness Permanent Forgetfulness (P) Zombie |
Thúmis Temple SpellsBeast SootherCopy Identify Spell (P) Instant Regeneration Instant Restoration Pathfinder Persuasion (P) Scribe See Secrets |
Vimúhla Temple SpellsArmorBerserker (P) Breathe Fire Essential Flame Explosive Fireball Fireproof Flame Jet Flaming Missile Flaming Weapon Heat Lightning Lockmaster Locksmith Magelock Melt Ice Shield Volcano |
Chiténg Temple SpellsCurse MissilePain (P) |
Dilinála Temple SpellsCompel Truth (P)Magic Resistance Strike Dumb Truthsayer (P) |
Durritlámish Temple SpellsEntombment |
Grugánu Temple SpellsSharpen Missile |
Keténgku Temple SpellsRear Vision (P) |
Wurú Temple SpellsDisintegrateDeath Touch (P) |
Spells not allowed on Tékumel
Air-Golem Alarm Alertness Analyze Magic Ancient History Blink Body of Stone Breathe Water Clean Clouds Colors Complex Illusion Control Illusion Control Elemental Cook Cornucopia Create Elemental Crystal Ball Dancing Weapon Dark Vision Daze Decay Deflect Dehydrate Delay Delayed Message Destroy Mana Destroy Water Dispel Creation Distill Divination Drunkenness Dye Earth to Air Enchant Essential Water Exorcism Extinguish Fire Ferment Find Weakness Find Direction Flesh to Stone Fog Frost Golem |
Great Ward Great Voice Heal Plant Hex Ice Sphere Ice Dagger Icy Weapon Identify Plant Ignite Fire Illusion Shell Independence Infravision Iron Arm Itch Keen Nose Keen Ears Keen Eyes Know Illusion Lesser Geas Limit Loyal Sword Mage Sight Manipulate Mass Suggestion Mass Daze Master Measurement Melt Ice Mind Search Mystic Mist Name Night Vision Odor Password Pentagram Perfect Illusion Permanent Possession Permanent Blindness Plant Growth Poison Food Possession Power Predict Weather Preserve Food Purify Water |
Purify Air Quick March Quick Draw Rain Reflex Remove Curse Remove Enchantment Resist Fire Resist Cold Restore Mana Rooted Feet Roundabout Ruin Scrywall Seeker Shape Fire Shape Water Shape Darkness Shape Plant Share ST Sharpen Sickness Soul Jar Sound Spasm Speed Staff Steal HT Steal ST Stench Sterilize Stone to Earth Suggestion Summon Elemental Tanglefoot Teleport Shield Tell Time Test Food Trace Umbrella Undo Voices Water to Wine Weaken Wither Plant |
New Psychic Spells
Hands of Krá the Mighty Missile; resisted by DX
The target is crushed by a powerful telekinetic force. The target must make a DX roll, or take full damage; if the target makes the DX roll, they still take half damage. Armor and shields do not protect against this damage. SS 13, A+1, Max 40.
This spell can also be used as a battering ram to knock down walls, doors, etc.
Class: Generic
Cost: 1 per 1d+1 damage. Maximum of 3d+3.
Prerequisite: Magery 2.
Temples: Avánthe, Belkhánu, Dlamélish and Sárku.
The Missile of Metállja Missile
This spell produces a silent, invisible psychic bolt of energy. The caster can choose to physically stun (B106) rather than injure. If more than one point of energy is spent on the stun version of this spell, the target's HT rolls are at -2. SS 13, A+2, Max 30.
Class: Generic
Cost: 1 per damage die; Maximum of 3 dice.
Prerequisite: Poltergeist.
Temples: Ksárul and Thúmis.
New Ritual Spells
Silver Halo of Soul-Stealing Missile; resisted by Will
Shoots a silvery circle of energy which removes the victim's soul, leaving them mindless. The soul can only be returned with the Resurrection spell.
This spell can be dodged and blocked, but not parried. It can also be deflected by Force Dome, Utter Dome, Missile Shield, Reverse Missiles, Spell Shield (Ritual), and Spell Shield. SS 13, A+1, Max 60.
Class: Generic
Cost: 6.
Time to cast: 3
Prerequisites: Magery 2, 6 Mind Control spells.
Temples: Belkhánu and Hrü'ü.
Simple Teleport Area
Instantly transports the targets (caster must be included) to any location the caster occupied within the last 5 minutes and within 100 yards. All targets within the specified radius from the caster are teleported.
If you roll exactly what you need, everyone arrives at the location mentally stunned (p. B106). If you fail by 1, all take 1 die damage and arrive physically stunned (p. B106). If you miss by more than 1, the spell just fails. On a critical failure, the targets go somewhere else, GM's choice. Just don't kill them outright.
Class: Universal
Base Cost: 4 to cast. Cannot be maintained.
Prerequisite: Magery 2, IQ 15+.
- Doomkill (Mental/Hard)
- Missile
Cost: 2 per die of damage; maximum of 4 dice.
Time to cast: 1 second per damage die.
Temples: Hnálla, Karakán and Vimúhla.
Vapor of Death Area
A visible cloud of poison gas is created 1 yard in front of the caster and moves away from him/her at 1 yard per second.
Each temple uses a different gas:
Hrü'ü: Purplish-gray nerve gas; death occurs 10 seconds after a missed HT roll. A Neutralize Poison spell must be cast immediately to save the victim. Successful breath holding (see sidebar p. B91) protects against the gas. Only breathing beings can be affected.
Ksárul: Bluish-black suffocating gas; death occurs 20 seconds after missing a HT roll, unless a Regeneration spell is cast before the victim dies. Neutralize Poison has no effect. Successful breath holding (see sidebar p. B91) protects against this gas. Only breathing beings can be affected.
Sárku: Greenish-brown corrosive gas; burns the skin of any living being. Clothing and armor offer no protection, although clothes that are soaking wet (or complete immersion in water) reduces the damage by half. These fumes cause 1d of damage every 5 seconds for 1d x 5 seconds (roll for each victim). Neutralize Poison and breath holding are ineffective. Damage caused by this gas can be healed normally or with magic.
Vimúhla: Reddish-brown smoke; death occurs in 30 seconds after a failed HT roll. This gas acts like carbon monoxide poisoning: during the first 10 seconds, victims feel drowsy and cannot function, unconsciousness occurs during the next 10 seconds, coma occurs during the last 10 seconds, with death following.
Neutralize Poison and successful breath holding (see sidebar p. B91) are effective against this gas. Only breathing beings can be affected.
Class: Generic
Duration: 1 minute.
Base Cost: 2. Cannot be maintained.
Time to cast: 4 seconds.
Prerequisite: Magery 2, Purify Air.
Temples: Hrü'ü, Ksárul, Sárku and Vimúhla.