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

Dlamélish / Hríhayel

Alter Body
Alter Visage
Banquet
Create Animal
Create Servant
Create Warrior
Cure Disease
Fatigue
Hinder
Might
Pestilence
Reflect
Restoration
Restore ST
Scroll [Generic]

Hnálla / Drá

Animation
Conceal Magic
Flash
Hinder
Magic Resistance
Reflect
Restore ST
Scroll [Generic]
Spell Shield
Strike Blind
Turn Zombie

Hrü'ü / Wurú

Animation
Create 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 /

Accuracy
Create Fire
Create Warrior
Fatigue
Fireball
Fortify
Hawk Vision
Hinder
Might
Puissance
Restoration
Reverse Missiles
Scroll [Generic]
Suspend Enchantment

Ksárul / Grugánu

Animation
Conceal 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 / Durritlámish

Accuracy
Animation
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 / Keténgku

Animation
Conceal 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 / Chiténg

Accuracy
Create Fire
Create Warrior
Fatigue
Fireball
Fortify
Hawk Vision
Hinder
Might
Puissance
Restoration
Reverse Missiles
Scroll [Generic]
Suspend Enchantment

 

Generic Psychic Spells

Avánthe / Dilinála

Clumsiness
Dexterity
Flight
Hawk Flight
Lend Skill
Levitation

Belkhánu / Qón

Charm
Death 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 / Hríhayel

Clumsiness
Dexterity
Flight
Hawk Flight
Levitation
Phantom Flame

Hnálla / Drá

Borrow Language
Borrow 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 / Wurú

Borrow Language
Borrow 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 / Chegárra

Bravery
Clumsiness
Dexterity
Great Haste
Haste

Ksárul / Grugánu

Borrow Language
Borrow 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 / Durritlámish

Charm
Enslave
Great Geas
Hush
Loyalty
Madness
Mage Stealth
Permanent Madness
Phantom Flame
Silence
Wall of Silence

Thúmis / Keténgku

Borrow Language
Borrow Skill
Charm
Death Vision
Emotion Control
Enslave
Flight
Gift of Letters
Gift of Tongues
Great Geas
Hawk Flight
History
Lend Language
Levitation
Loyalty

Vimúhla / Chiténg

Bravery
Clumsiness
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 Spells

Air Jet
Animate Plant
Bless Plants
Create Air
Create Water
Destroy Air
Earthquake
Shape Air
Tanglegrowth
Weather Dome

Belkhánu Temple Spells

Hideaway
Sense Spirit (P)
Summon Shade (P)
Summon Spirit (P)

 

Dlamélish Temple Spells

Age
Halt Aging
Illusory Disguise
Steal Youth
Stun
Vigor (P)
Youth

Hnálla Temple Spells

Banish (Change)
Dispel Illusion
Invisible Wizard Eye (P)
Peaceful Sleep
Teleport Other
Teleport
Wizard Eye (P)

 

Hrü'ü Temple Spells

Beast Possession
Body of Air
Cold
Confusion (P)
Ethereal Body
Freeze
Frostbite
Nightmare (P)
Shape Ice
Walk Through Earth

Karakán Temple Spells

Earthquake
Strike Deaf
Thunderclap
Winged Knife

 

Ksárul Temple Spells

Control Creation
Powerstone

Sárku Temple Spells

Exchange Bodies
False Memory (P)
Forgetfulness (P)
Mindlessness
Permanent Forgetfulness (P)
Zombie

 

Thúmis Temple Spells

Beast Soother
Copy
Identify Spell (P)
Instant Regeneration
Instant Restoration
Pathfinder
Persuasion (P)
Scribe
See Secrets

Vimúhla Temple Spells

Armor
Berserker (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 Spells

Curse Missile
Pain (P)

Dilinála Temple Spells

Compel Truth (P)
Magic Resistance
Strike Dumb
Truthsayer (P)

 

Durritlámish Temple Spells

Entombment

Grugánu Temple Spells

Sharpen Missile

 

Keténgku Temple Spells

Rear Vision (P)

Wurú Temple Spells

Disintegrate
Death 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
This spell produces a large explosion at the target hex. All targets in the area must make DX rolls, or take full damage; those making their DX rolls still take half damage. On a critical miss to target this spell, the Doomkill goes off with the caster's hex at the center. This powerful explosion can caused roofs to collapse, so assess damage to inanimate objects in the area. The explosion covers an area of (dice-1) hexes in radius. SS 13, A+2, Max 90.
Class: Generic
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.