This list of Knowledge College spells is a reformatting of the list at the GURPS Repository with spells from other canonical sources and Enchantment information (including energy cost) added |
- †: Spell is VH.
Underlined material is from Classic
"M": does the spell require Magery to learn
PC: Prerequisite Count
Prerequisite Count Needed | Prerequisite Count of some spells needs to be calculated |
Spell | M | Prerequisites | PC | Enchantment Energy |
Item | Notes | Book, Page |
---|---|---|---|---|---|---|---|
Air Vision | N | Shape Air | 3 | 200 | any | [3] | Magic, p. 24 |
Alarm | N | Tell Time | 1 | 60 | J | lasts 1 week | Magic, p. 100 |
Analyze Magic | N | Identify Spell | 3 | 1,200 | J, S, W | [3] | Basic Set, p. 249; Magic, p. 102 |
Analyze Heredity (Analyze Genetics) | N | Seeker or Sense Life | 1 | 500 | Silver pin or microscope TL 6+. | [1] | Bio-Tech, p. 30; Technomancer p 23 |
Ancient History | N | History | 5 | NA | NA | NA | Magic, p. 106 |
Astral Vision† | N | Sense Spirit and See Invisible | 6 | 900/1,400 | S, W/J, Sp | [3, 4]/any (worn) | Magic, p. 105 |
Aura | N | Detect Magic | 1 | 100 | J, S, W | [3, 4] | Basic Set, p. 249; Magic, p. 101 |
Detect Magic | Y | Magery 1 | 0 | 100/300 | S, W, J/J | [3, 4] | Basic Set, p. 249; Magic, p. 101 |
Divination | N | History, and other spells by specialty | V | NA | NA | NA | Magic, p. 108; Pyramid 3/60: Dungeon Fantasy III, p. 6 |
Earth Vision | N | Shape Earth | 2 | 400 | any | [1] | Magic, p. 51 |
Echoes of the Past | Y | Magery 2, History, and Voices | 7 | 500 | J, S, W | [3, 4] | Magic, p. 107 |
Far-Feeling | Y | Magery 1 | 0 | 1 200 | Gs, J | [2] | Magic, p. 100 |
Far-Hearing | Y | Magery 1 and 4 Sound spells; may not have Deafness or Hard of Hearing | 4 | 400 | C, J | [2] | Magic, p. 173 |
Far-Tasting | Y | Magery 1 and either Seek Food or Seek Air; cannot have No Sense of Taste/Smell | 1 | 200 | C, J | [2] | Magic, p. 77 |
Find Direction | Y | Magery 1 | 0 | 250 | CN | [3T] | Magic, p. 101 |
Forbidden Wisdom† | Y | Magery 3, Recall, and See Secrets | Magic: Death Spells, p. 15 | ||||
Glass Wall | N | 5 other Knowledge spells or Earth Vision | 1 | 600 | S, W, J | [3] | Magic, p. 103 |
History | N | Trace | 4 | NA | NA | NA | Magic, p. 104 |
Identify Loot | Y | Magery 2, Secret Spell (Identify Loot), and 7 Fourth-Level spells | Pyramid 3/64: Pirates and Swashbucklers, p. 14 | ||||
Identify Spell | Y | Detect Magic | 1 | 1,100 | J, S, W | [3] | Basic Set, p. 249; Magic, p. 102 |
Images of the Past | Y | Magery 2, History, and Simple Illusion | 6 | 700 | J, S, W | [3, 4] | Magic, p. 105 |
Invisible Wizard Eye | Y | Wizard Eye and Invisibility | 10 | 1,600 | carved eyeball | [3 ($1,000 ivory +
$900 emeralds and opals)] |
Magic, p. 104 |
Keyfinder (A) | N | None | 0 | 25 | Magic: The Least of Spells p. 11 | ||
Know Location | Y | Magery 1 and Tell Position | 2 | 225 | map, globe | [3] | Magic, p. 103 |
Know Recipe | N | Far-Tasting and Season | 4 | 450 | J, S, W | [3] | Magic, p. 78 |
Know Thyself (A) | N | None | 0 | 25 | Magic: The Least of Spells p. 11 | ||
Know True Shape | Y | Magery 1, 1 shifting spell, and either Aura or Know Illusion | 9 | 250 | J, S, W | [3. 4] | Magic, p. 104 |
Mage Sense | Y | Detect Magic | 1 | 1,200 | J, S, W | [3] | Magic, p. 102 |
Mage Sight | Y | Detect Magic | 1 | 1,200 | S, W, J | [3] | Magic, p. 102 |
Measurement | N | None | 0 | 50 | varies | [3T] | Magic, p. 100 |
Memorize | N | Wisdom or 6 Knowledge spells | 6 | 1,000/400/50 | J, H/Any/Person | [3]/[1]/perm | Magic, p. 105; Social Engineering: Back to School, p. 24 |
Metal Vision | N | Shape Metal | 3 | 800 | any | [2] | Magic, p. 183 |
Mind over Matter | Y | Magery 2, Divination (any), Mage Sight, and Secret Spell (Mind over Matter). | Magic Styles: Dungeon Magic, p. 27 | ||||
Necrovision | Lightning, Seek Emitter | 360/60 | television/old TV listings | [1]/[3] | Technomancer p 23 | ||
Pathfinder | Y | Magery 1, IQ 12+, and 2 Seek spells; also a license from Paizo | 2 | 1,000 | F, CN | [2] once per day | Magic, p. 105 |
Plant Vision | N | Shape Plant | 3 | 300 | any | [3] | Magic, p. 162 |
Plastic Vision | N | Shape Plastic | 4 | 800 | any | [2] | Magic, p. 183 |
Prehistory | N | Ancient History | 6 | NA | NA | NA | Magic, p. 104 |
Projection | N | Sense Spirit and 4 Knowledge spells | 6 | 500 | J, S, W | [2, 4] | Magic, p. 105 |
Recall | Y | Magery 2, Memorize, and History | 9 | 700 | H, J, W | [3, 4] | Magic, p. 104 |
Reconstruct Spell | Y | Magery 2, History, and Identify Spell | 7 | 1,400 | J, S, W | [3, 4] | Magic, p. 104 |
Remember Path | N | Find Direction and Memorize | 7 | 600/400 | J, S/
CN, F, or Sh |
[3] | Magic, p. 105 |
Retro-Reading | Trace | 4 | Pyramid 3/48: Secret Magic, p. 22 | ||||
Scents of the Past | Y | Magery 2, History, and Odor | 8 | 3500 | J, S, W | [3, 4] | Magic, p. 107 |
Schematic/TL† | N | Reveal Function and History | 7 | 200 | blueprint, H | [3T, 4] | Magic, p. 177 |
See Secrets | N | Seeker and Aura | 5 | 400 | S, W, J | [3] | Magic, p. 105; Pyramid 3/60: Dungeon Fantasy III, p. 5 |
Seek Ley Line | Y | Magery 1 | 0 | 150 | lodestone | [1] | Thaumatology: Urban Magics, p. 19 |
Seek Magic | Y | Detect Magic | 1 | 1,200 | J, S, W | [3] | Magic, p. 102 |
Seek Navy | Y | Secret Spell (Seek Navy) and 8 Third-Level spells | Pyramid 3/64: Pirates and Swashbucklers, p. 14 | ||||
Seek Number/TL | Y | Magery, TL 6+ | 0 | NA | NA | NA | Technomancer p. 18 |
Seeker | Y | Magery 1, IQ 12+, and 2 "Seek" spells | 2 | 500 | S, F, CN | [3, [note 1]] | Basic Set, p. 249; Magic, p. 105 |
Sense Mana | Y | Detect Magic | 1 | 200/500 | J, S, W | [3, 4]/[1] | Magic, p. 101 |
Small Vision | N | Keen Vision or 5 Light and Darkness spells; subject cannot have Blindness or Bad Sight | 1 | 400 | Clothing, J/gem | [2]/[1] | Magic, p. 111 |
Summon Shade† | N | Summon Spirit or Divination | 2 | 800 | S, W, J | [4, gives +2] | Magic, p. 102 |
Sweet Oblivion (A) | N | None | 0 | 25 | Magic: The Least of Spells p. 11 | ||
Televisomancy | Y | Magery, and either six other Technological spells orElectronics Operation (Communications) 15+ | 1,000 | television | [3] | Classic: Technomancer p 23 | |
Tell Position | N | Measurement | 1 | 150 | J, S, W | [3] | Magic, p. 101 |
Tell Time | N | None | 0 | 250 | J | [1] | Magic, p. 100 |
Test (A) | N | None | 0 | 25 | Magic: The Least of Spells p. 10 | ||
Test Load (Test Area) | N | Measurement | 1 | 80 | S, W | [3T] | Magic, p. 101 |
Thaumatomancy | N | None | 0 | 25 | Magic: The Least of Spells p. 12 | ||
Trace | N | Seeker | 3 | NA | NA | NA | Basic Set, p. 249; Magic, p. 106 |
Vision of Doom† | Y | Magery 3 and Summon Shade | Magic: Death Spells, p. 15 | ||||
Water Vision | N | Shape Water | 4 | 200 | any | [3] | Magic, p. 187 |
Wizard Ear | Y | Apportation, Far-Hearing, and Sound Vision | 6 | 450 | painting or sculpture of ear | [1] | Magic, p. 104 |
Wizard Eye | Y | Apportation and Keen Vision | 2 | 1,100 | carved eyeball | [3, 4] | Magic, p. 104 |
Wizard Hand | Y | Manipulate and Far-Feeling | 4 | 300/400 | any#/carved hand | [1]/[3, 4] | Magic, p. 104 |
Wizard Mouth | Y | Apportation, Far-Tasting, and Great Voice | 7 | 325/650 | any#/carved mouth | [1]/[3, 4] | Magic, p. 104 |
Wizard Nose | Y | Apportation and Far-Tasting | 3 | 475/500 | any#/carved nose | [1]/[3, 4] | Magic, p. 104 |
Theory and Notes[]
Knowledge College spells seem to fall into three main categories:[1]
- Sensory: Allowing one to sense something far away, or very small, or beyond an opaque surface
- Technical: Allowing one to measure weights, angles, stress, distance, etc. As one would do with tools.
- Psychometry: The most supernatural of the three, allowing one to perceive the distant past of an area, or the history of an object or person.
Item Class Table[]
Code | Class of Item |
---|---|
A | armor or clothing |
Am | Amulet (not to be confused with an Alchemy Amulet) |
Ar | Arrow |
B | Brush |
C | Clothing |
CN | Compass Needle |
Cl | cloak |
Com | Computer |
Con | Container |
Cr | Crypt or Coffin |
Fig | Figurine |
G | Glove (single) |
Gs | Gloves (pair) |
H | Helmet, Crown or other headgear, |
J | jewelry; e.g., an amulet or ring |
Md | Modem |
Mi | Mirror |
MW | Missile Weapon |
Q | Quiver |
R | Rug or Mat |
S | staff – any rod-shaped piece of organic material up to 6 feet long |
Sh | Shoes or other Footwear |
Sl | Shield |
Sp | Spectacles |
T | Timepiece |
W | wand |
Wep | weapon |
General Enchantment Notes[]
- [1] Always on. Works at all times without the addition of a Power spell
- [2] Allows the user to cast the spell, but only on himself.
- [3] Allows the user to cast the spell exactly as if he knew it himself.
- [3T] Allows the user to cast the spell by touching the subject.
- [4] Mage only. If any spell on the item has this restriction, it extends to all spells on the item.
- [5] Cost of magical materials required.
- # There are exceptions to the value given; see the original spell description
Special Notes[]
- ↑ A Seek Earth wand must have one ounce of a specific form of earth, stone, or metal set in the tip. Each wand will only seek the one material to which it is attuned. A Seeker wand must incorporate something related to the subject.
Chapter Blurb[]
The diviner placed the oblong device on the table in front of him. Even in the dim candlelight, Gulden could see that he seemed worried.
“Where did you acquire this object?”
“That is my own business. What can you tell me of it?”
The diviner scowled. “You’ve been rooting in the Ruined City with the rest of the fools, then, and like them you have found only trouble. This object is old . . . perhaps three centuries, perhaps four. I can tell you nothing of its creator, save that he was a mage of great power. I cannot tell you its full capacities. They are too complex for me to determine magically – spells layered upon spells, enchantments on enchantments – and I dare experiment with it no further.
“As you told me, it can detect whether an item is magical. But it can also determine whether an item is magical by spell or enchantment, and analyze the nature of that magic accordingly. It can reveal the history of an item – or of its holder. It can remove the enchantment from a magical item, and it can do so of its own volition.
"This abomination thinks, somehow. It perceives, it decides, and it acts. Yet it does not live. I have tested it with every method I know, and I cannot say how such a thing can be. It is an inert thing, and yet it thinks.
“I urge you to destroy it, if you can. If it were within my power, I would already have done so. Now get out.”
Blurb Notes[]
These spells provide information -- their duration is "instantaneous" unless otherwise noted.
References[]
- ↑ Fanon Theory