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This list of Movement 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 Vortex Y Magery 2, Body of Air, and Windstorm 5 1,200 S [3, 4] Magic p. 26
Apportation Y Magery 1 0 900 S [3, 4] Basic Set, p. 251; Magic p. 142
Beacon N Teleport, Timeport, or Plane Shift 5 varies area/any [1]/Perm portal Magic p. 83
Blink N Teleport 5 800 C, J [2] Magic p. 148
Blink Other† N Blink 6 1,600 J, S, W [2] Magic p. 148
Cloud-Vaulting† Y Magery 2, Jump, and Walk on Air 12 2,500/2,000 Sh/J, S, W [2]/[3, 4] Magic p. 148
Cloud-Walking N Walk on Air and Walk on Water 9 500 J, S, Sh, W [2] Magic p. 148
Collision† Y Magery 4 and at least 10 Movement spells including Poltergeist and Pull 10 Magic: Artillery Spells p. 21
Crushing Fist† Y Magery 4 and at least 10 Movement spells, including Distant Blow and Wizard Han 10 Magic: Artillery Spells p. 21
Cushion (A) N None 0 25 Magic: The Least of Spells p. 14
Dancing Object (Air-Golem)[note 1] Y Magery 2 and Apportation 1 400 any [1] Magic p. 144
Classic Magic p 61
Deflect Missile Apportation 1 200/2,000 J, Sl, W/Wep

[2]/[1, 2]||Basic Set, p. 251; Magic p. 143; Grimoire p 91

Disruption† Y Magery 3 and any 10 Movement spells, including Manipulate and Undo 10 Magic: Death Spells, p. 17
Distant Blow Y Magery 2 and Apportation 1 1,000 per lb. Wep [3] Magic p. 144
Divert Teleport† Y Mager 3 and Trace Teleport 6 700 any [3, 4] Magic p. 84
Ethereal Body† N 6 Movement spells, or Magery 3 and Body of Air 4 3,000 (cape: 8,000)/100 S, W, J, cape/gem [2]/[1, 5 $500 gem] Magic p. 146
Flee (A) N None 0 25 Magic: The Least of Spells p. 14
Flight† Y Magery 2 and Levitation 2 2,500 J, S, W [2] Magic p. 145; Fantasy, p. 171
Flying Carpet† Y Flight, or Magery 2 and Walk on Air 3 200 x cost Carpet [1] Magic p. 145
Force Ball† Y Magery 4, Catch Spell, Force Dome, and Sense Foes Magic: Artillery Spells p. 24-25
Freedom Y 3 Body Control spells, 3 Movement spells, and 3 Protection and Warning spells 9 500 per point C, J [1] Magic p. 148
Glue N Haste 1 900/300 W, S, J/area [3]/[1] Magic p. 142
Grease N Haste 1 700/100 x cost/350 J, S, W/area/Footware [3]/[1]/[1, 2] Magic p. 142; Classic: Grimoire p 79
Great Deflect Missile Y Magery 2, Secret Spell (Great Deflect Missile), and Deflect Missile 2 Pyramid 3/4: Magic on the Battlefield, p. 9 and Magic Styles: Dungeon Magic
Great Haste Y Magery 1, IQ 12+, and Haste 1 2,000 S, A, J [2] Basic Set, p. 251; Magic p. 146
Hail of Lead Haste, Immediate Action varies gun [1] Classic: Technomancer p 26
Haste N None 0 250 per point S, J [2] Basic Set, p. 251; Magic p. 142
Hawk Flight† N Flight 3 3,000 S, W, J [2, 4] Magic p. 146
Hinder N Clumsiness or Haste 1 600 S [3, 4] Basic Set, p. 244; Magic p. 36
Hold Fast Y Apportation 1 500 J, Sh# [1] Magic p. 143
Homing Missile Q 13+, Seeker and Curse-Missile, Explosive Fireball, Fireball, High-Explosive Fireball, Ice Dagger, Ice Sphere, Shaped-Charge

Fireball, Stone Missile or Winged Knife

900 magic Wep# [3] Classic: Technomancer p. 26
Increase Burden Y Apportation 1 J, S, W 400 [3] Magic p. 143; Classic: Grimoire p. 79
Jump Y Apportation 1 250 per point J, S, Sh# [3] Magic p. 143
Levitation Y Apportation 1 800/700 per hex S, W, J/Rug [2]/[2. 5 $1,000 per hex] Magic p. 143, Fantasy, p. 171/Classic: Magic p 70
Ley Float Y Magery 3, Enchant, and Ley Supply 12 1,200 S, W [3T, 4] Thaumatology: Urban Magics, p. 20
Ley Running Y Seek Ley Line and Haste 1 900 J, F [2] Thaumatology: Urban Magics, p. 19
Ley Vehicle Y Ley Float and Ley Running Thaumatology: Urban Magics, p. 19
Light Tread N Apportation and Shape Earth 3 400 Sh# [2] Magic p. 145
Lighten Burden Y Apportation 1 300 (25% reduction)/

600 (50% reduction)

backpack [1] Magic p. 143; Fantasy, p. 171
Lockmaster Y Magery 2 and Apportation 1 2,000 platinum key [3, 5 ($800)] Basic Set, p. 251; Magic p. 144
Locksmith Y Apportation 1 1,000 gold key [3, 5 ($300)] Magic p. 143
Long March Y Magery 1 and Clumsiness or Debility 1 400/300 J, S, W/Sh# [3, 4]/[1, 2] Magic p. 143
Magic Bullet Poltergeist 700 gun [1] Classic: Technomancer p. 26
Manipulate Y Locksmith 2 600 W, S, G [3] Magic p. 145
Open Door (A) N None 0 25 Magic: The Least of Spells p. 14
Quarter† Y Magery 3 and any 10 Movement spells, including Pull and Repel 10 Magic: Death Spells, p. 18
Quick March Y Magery 1 and Haste 1 400 Sh, J [2] Magic p. 144; Fantasy, p. 171
Poltergeist Y Apportation 1 1,000 S, W [3, 4] Magic p. 144
Pull Y Magery 2 and 4 Movement spells including Levitation 4 250/varies J, S, W/area [3, 4]/[1] Magic p. 146
Rapid Journey† Y Magery 3 and either Teleport or Timeport 5 5,000 S, W [3, 4] Magic p. 82
Reduce Recoil varies MW [1] Classic: Technomancer p. 26
Remove Fetus N Ease Labor and either Minor Healing or Apportation GURPS Bio-Tech, p. 32
Repel Y Magery 2 and 4 Movement spells including Levitation 4 250/area J, S, W/area [3, 4]/[1] Magic p. 146
Reorient (A) N None 0 25 Magic: The Least of Spells p. 10
Sink (A) N None 0 25 Magic: The Least of Spells p. 14
Slasher† Y Magery 4 and at least 10 Movement spells including Dancing Object and Winged Knife 10 Magic: Artillery Spells p. 22
Slide Y Apportation and Grease 3 350 J, Sh [2] Magic p. 145
Slow Y Magery 1, Haste, and Hinder 2 1,000/500 S, W/J, Sh [3, 4]/[1] Magic p. 145
Slow Fall Y Apportation 1 1,000 C, J [3] Magic p. 144
Steady Hand N None 0 120 gun, camera# [2] Classic: Technomancer p. 26
Swim N Shape Water and Levitation 6 1,000 S, W, J, cape [2] Magic p. 147
Transfer Pregnancy Y Magery 2 and Remove Fetus 1.600 W, S, J [3T, 4] GURPS Bio-Tech, p. 32
Teleport† N Hawk Flight or IQ 15+, and at least 1 spell from 10 colleges 4 3,000 (any place), 2,000 (one place) S [2, 4] Magic p. 147; Fantasy, p. 171
Teleport Other† Y Magery 3 and Teleport 5 3,000 (any place) S, W [3, 4] Magic p. 147
Trace Teleport N Teleport, Timeport, or Plane Shift 5 100 any [3] Magic p. 84
Undo Y Locksmith 2 400/40 W, S, G/Am [2T]/[1 immunity to spell] Magic p. 145
Wallwalker N Apportation 1 1,000 J, S [2] Magic p. 144
Winged Knife N Poltergeist 2 300 (minimum) Wep [3] Magic p. 145
Wizard Hand N Manipulate and Far-Feeling 4 300/400 any#/carved hand [1]/[3, 4] Magic p. 104

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. Dancing Object does the same thing Air-Golem did (an item that does one task endlessly) but the later is unable to be enchanted onto items
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