GURPS Wiki
Advertisement
GURPS Wiki
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]

  1. Sensory: Allowing one to sense something far away, or very small, or beyond an opaque surface
  2. Technical: Allowing one to measure weights, angles, stress, distance, etc. As one would do with tools.
  3. 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[]

  1. 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[]

  1. Fanon Theory
Advertisement