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This list of Meta-Spell Control 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

Meta-Spell College[]

Spell M Prerequisites PC Enchantment
Energy
Item Notes Book, Page
Bless Y Magery 2 and 2 spells each from 10 colleges 20 100/500/5000 any [1] Magic p. 129
Catch Spell Y Magery 2, DX 12+, and Return Missile 2 300 (one spell) 1,200 (all spells) Glove [3, 4] Magic p. 123
Charge Powerstone Y Magery 3, Powerstone, and Lend Energy 12 3000 gem Doubles Powerstone recharge rate

Any failure with spell destroys the item

Magic p. 126/Classic: Grimoire p. 74
Conceal Magic Y Detect Magic 1 100 to 500 any [1] Magic p. 122, Thaumatology: Urban Magics
Counterspell Y Magery 1 and spell being countered 0 500# any [1] Basic Set, p. 250; Magic p. 121
Curse Y Magery 2 and 2 spells each from 10 colleges 20 30/100/200 any [1] Magic p. 129
Dispel Magic Y Counterspell and at least 12 other spells 13 NA NA NA Basic Set, p. 250; Magic p. 126
Dispel Spark† Y Magery 3, Drain Mana, and Remove Aura Magic: Death Spells, p. 17
Displace Spell Y Suspend Magic 10 1,000 J, S, W [3, 4] Magic p. 124, Thaumatology: Urban Magics
Drain Magery† Y Magery 3 and Suspend Magery 21 NA NA NA Magic p. 130
Drain Mana† Y Dispel Magic and Suspend Mana 14 NA NA NA Magic p. 127
Dread Curse† Y Magery 3 and Curse Magic: Death Spells, p. 17
End Scene N None 0 Pyramid 3/28: Thaumatology II, p. 37
False Aura Y Conceal Magic and Aura 5 100/300 any [1] Magic p. 122
Great Ward Y Magery 2 and Ward 1 NA NA NA Magic p. 122
Hang Spell Y Delay 16 NA NA NA Magic p. 128; Pyramid 3/60: Dungeon Fantasy III, p. 6; Thaumatology: Urban Magics
Internalize Elixir Y Magery 1, Detect Magic, and Know Recipie Pyramid 3/28: Thaumatology II, p. 10
Lend Spell Y Magery 1, Lend Skill, and 1 spell each from 6 colleges 11 1,000 J, S, W [3, 4] Magic p. 126
Ley Buffer Y Magery 1 and Ley Tap Thaumatology: Urban Magics, p. 20
Ley Line Creation Y Seek Ley Line and Apportation Thaumatology: Urban Magics, p. 21
Ley Supply Y Ley Tap and either Lend Energy or Minor Draw Power Thaumatology: Urban Magics, p. 20
Magic Resistance Y Magery 1 and 1 spell each from 7 colleges 7 300 per point/200 per point W, S, Wep, J/any [2]#/item# Magic p. 123
Mana Storm† Y Magery 4, Drain Mana, and Restore Man Magic: Artillery Spells p. 19-20
Mana Vortex Y Magery 2, Lend Energy, Sense Danger, Sense Mana, and Secret Spell (Mana Vortex). Magic Styles: Dungeon Magic, p. 27; Thaumatology: Urban Magics
Maintain Spell† Y Link 17 NA NA NA Magic p. 128; Thaumatology: Urban Magics
Penetrating Spell Y Delay and Find Weakness 16 NA NA NA Magic p. 123
Pentagram Y Spell Shield 9 10# area [1]# Magic p. 124; Thaumatology: Urban Magics
Preemptive Experience† N None 0 Pyramid 3/28: Thaumatology II, p. 37
Punishment Circle† Y Magery 3 and either Pentagram or Repel Spirits Magic: Artillery Spells p. 19-20
Raise Cone of Power Y Lend Energy and either Pentagram or Restore Mana GURPS Thaumatology, p. 52
Reflect Y Ward 1 NA NA NA Magic p. 122; Thaumatology: Urban Magics
Remove Aura Y Dispel Magic and Aura 14 300/1,500 J, S, W/C, J [3T, 4]/[1] Magic p. 127
Remove Curse Y Magery 2 and 1 spell from each of 15 colleges 15 NA NA NA Magic p. 126; Thaumatology: Urban Magics
Restore Mana† Y Dispel Magic and Suspend Mana 14 NA NA NA Magic p. 128; Thaumatology: Urban Magics
Scryfool Y Magery 2, Sense Observation, and Simple Illusion 3 300/1,000 J, S, W/pair of items [2]/[1] Magic p. 123; Classic: Grimoire p 74
Scryguard Y Magery 1 0 500# Any [1, [note 1]] GURPS Fantasy, p. 170; Thaumatology: Urban Magics
Scrywall Y Scryguard 1 200 per ft^3#/300 per yd radius Container/Rug or Area [1] Magic p. 122; Thaumatology: Urban Magics, p. 33
Seek Magic Y Detect Magic 1 1,200 J, S, W [3] Magic p. 102
Self-Destruct Y Magery 1 and at least one spell from each of 10 different colleges or from Fire, Meta-Spells, Necromantic College possibly including Explode 10 Magic: Artillery Spells p. 23
Sovereign Countermagic Y Magery 3, Analyze Magic, Dispel Magic, and Secret Spell (Sovereign CountermagicThaumatology: Urban Magics. Magic Styles: Dungeon Magic, p. 28
Sovereign Ward Y Magery 3, Dispel Magic, Ward, and Secret Spell (Sovereign WardThaumatology: Urban Magics. Magic Styles: Dungeon Magic, p. 28
Spell Shield Y Magery 2, Scryguard, and Magic Resistance 8 250 per ft^3#/400 per yd radius Con/Rug or area [1] Magic p. 124
Spell Wall Y Spell Shield 9 100 x cost area [1] Magic p. 124; Thaumatology: Urban Magics
Spellguard† Y Dispel Magic 14 500/100 x cost J, S, W [3, 4]/[1] Magic p. 127; Thaumatology: Urban Magics
Steal Spell† Y Lend Spell and Great Ward 13 NA NA NA Magic p. 127
Suspend Curse Y Magery 1 and 1 spell each from 12 colleges 12 NA NA NA Magic p. 125
Suspend Magery Y Magery 2 and 2 spells each from 10 colleges 20 2,200 C, J [1] Magic p. 130
Suspend Magic Y Suspend Spell and 8 other spells 8 1,500 J, S, W [3, 4] Magic p. 123
Suspend Mana† Y Suspend Magic and 1 spell each from 10 colleges 10 NA NA NA Magic p. 125
Suspend Spell Y Magery 1 0 500 J, S, W [3, 4] Magic p. 121; Thaumatology: Urban Magics
Telecast† Y Magery 3, Teleport, Wizard Eye, and 1 spell each from 10 colleges 12 1,900 carved eyeball [3, 4] Magic p. 128
Thaumatomancy (A) N None 0 25 Magic: The Least of Spells p. 12
Throw Spell† Y Delay and Catch Spell 16 2,500 MW same as missle spell Magic p. 128
Use Item (A) N None 0 25 Magic: The Least of Spells p. 12-13
Void Bolt Y Magery 4, 4 Essential element spells of different colleges, and 4 missile spells, 1 from each of the Essential element spells taken as prerequisites Pyramid 3/25: Epic Magic, p. 19
Ward Y Magery 1 0 NA NA NA Magic p. 122; Thaumatology: Urban Magics

Linking[]

Spell M Prerequisites PC Enchantment
Energy
Item Notes Book, Page
Delay Y Magery 3 and 15 spells 15 NA NA NA Magic p. 130; Pyramid 3/60: Dungeon Fantasy III, p. 6
Link Y Delay 16 Any 200 Special Magic p. 131; Pyramid 3/60: Dungeon Fantasy III, p. 6; Thaumatology: Urban Magics
Reflex Y Delay and Ward 17 NA NA NA Magic p. 132; Pyramid 3/60: Dungeon Fantasy III, p. 6

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. Scryguard enchantment hides the item it is cast on, not the wearer or bearer
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