This set of spells is used to summon, control, and create Sunsents, or ‘sunlight’ elementals. Mechanically, the spells are equivalent to the Air Elemental spells found on pages 27-28 of GURPS Magic; use Light College spells when determining prerequisites. Interestingly, Sunsents are not morally neutral: they react badly to evil magic and acts, and will retaliate, if possible.
Note that the below represents a very small Sunsent, designed to be at the low end of the Summon Sunsent spell. More powerful versions will have Flight, higher primary Characteristics, Injury Tolerance [Diffuse], higher levels of Regeneration and Damage Resistance, and a more powerful Innate Attack. Unnatural Features was added because Sunsents have more of a tendency to wander around civilization than most other elementals do.
Characteristics: ST -2 [-20], IQ -2 [-40], HT -2 [-20]
Secondary Characteristics: HP +1 
Advantages: Damage Resistance 3 [Force Field, +20%] , Doesn’t Breathe , Doesn’t Eat or Drink , Doesn’t Sleep , Immunity to Metabolic Hazards , Regeneration [Regular] , Innate Attack 2 [sunlight, burning] 
Disadvantages: Intolerance [Evil] [-5], Unnatural Features 5 [Sunlight Elemental] [-5], Vulnerability [x2, Darkness Based Attacks, Rare] [-10]
Perks: Presence counts as sunlight for plants. 
Skills: Innate Attack [Beam] [DX+2] 
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