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This list of Technological 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

The Technological College is one of the few Colleges that has sub colleges.

Machine[]

Spell M Prerequisites PC Enchantment
Energy
Item Notes Book, Page
Animate Machine/TL† Y Machine Control and either Animation or Animate Object 15 varies machine [1] Magic p. 177
Awaken Building/TL Y Animation; to cast, also 5 spells from a college appropriate to its main material 8 Thaumatology: Urban Magics, p. 33
Awaken Computer/TL† Y Animation and Wisdom 10 Varies Com [1] Magic p. 178
Blind Sensor Glitch, Seek Emitter NA NA NA Classic: Technomancer p. 27
Confound Firearm/TL Glitch NA NA NA Classic: Technomancer p. 34
Create Mana Co-Processor Y Awaken Computer/TL and Enchant 100 x cost of Magery computer [1] Classic: Magic Items 3 p 30
Delete Commercials/TL N TL 7+ 0 10/20 VCR/E-mail [1] Classic: Technomancer p 18
Essential Paper N None 0 Pyramid 3/48: Secret Magic, p. 21
Glitch/TL Y Machine Control 12 400 S, W [3T, 4] Magic p. 178
Guide Missile/TL Machine Control and any "Seek" spell 500/varies MW/missile [1]/special Classic: Technomancer p. 34
Ley Vehicle Y Ley Float and Ley Running Thaumatology: Urban Magics, p. 19
Machine Control/TL Y Reveal Function, Locksmith, and Lightning 11 1,000 or 2,000 J, S, W, Hat [3] Magic p. 176
Machine Possession/TL Y Machine Control and either Rider Within or Soul Rider 16 1,500 J# [3 ($200 synthetic gemstone)] Magic p. 178
Machine Speech/TL Y Machine Summoning 13 1,200 or 5,000 J, S, W [3] Magic p. 176
Machine Summoning/TL Y Machine Control 12 500 or 1,000 J, S, W [3] Magic, p. 176
Mad Machine/TL Machine Control, and either Animation or Summon

Demon

1,000 machine [1] Classic: Technomancer p. 35
Malfunction/TL Y Magery 2 and Glitch 13 2,000 S, W [3T, 4] Magic p. 177
Magnetic Finger (A) N None 0 25 Magic: The Least of Spells p. 16
Manipulate DNA † Sequence DNA and Apportation, or Create

Chimera

4 NA NA NA Bio-Tech, p. 32
Permanent Machine Possession† Y Magery 3 and Machine Possession 17 NA NA NA Magic p. 178
Program/TL Machine Speech — 17+, or Machine Control and

Scribe at 17+.

300 Com [1, 4] Classic: Technomancer p. 33
Purify Signal/TL Purify Air, TL6+ 100 Com or modem [1] Classic: Technomancer p. 17
Rebuild/TL† Y Magery 3, Repair, Create Object, and 3 spells of each element 22 NA NA Perm Magic p. 177
Reckless Reconstitution† Y Rebuild 23 Magic: Death Spells, p. 21
Remote Start/TL (A) N None 0 25 Magic: The Least of Spells p. 16
Reveal Function/TL N Seek Machine 1 1,500 J, S, W [3] Magic p. 176
Schematic/TL† Y Reveal Function and History 7 200 blueprint, H [3T, 4] Magic p. 177
Seek Machine/TL N None 0 100 J, S, W [3] Magic p. 175
Sense Nano N Sense Disease and IQ 15+, or Seek Machine and Small Vision 2 NA NA NA Bio-Tech, p. 32
Sequence DNA† Y Magery 2 and either Divination (Genomancy) or Analyze Heredity 2 NA NA NA Bio-Tech, p. 32
Spoof Sensor Blind Sensor NA NA NA Classic: Technomancer p. 27
Televisomancy Y Magery, and either six other Technological spells or Electronics Operation (Communications) 15+ 1,000 television [3] Classic: Technomancer p 23
Upgrade Computer/TL Inscribe, Repair and either Schematic or Electronics

(Computers) — 15+

500 x — Complexity +1, 5,000 x — Complexity +2 Computer [2, 4] Classic: Technomancer p. 35
Wizardly Workshop/TL (A) N None 0 25 Magic: The Least of Spells p. 12

Energy[]

Spell M Prerequisites PC Enchantment

Energy

Item Notes Book, Page
Alter Nanovirus N Sense Nano and Manipulate DNA 8 NA NA NA Bio-Tech, p. 30
Conduct Power/TL† Y Magery 1 and Seek Power 1 NA NA NA Magic p. 180
Create Fuel/TL N Seek Fuel and 2 transmutation spells 5 400/varies J, S, W/Con [3, 4]/[3] Magic p. 179
Death Ray† Y Magery 4, Lightning, and Radiation Jet 14 Magic: Artillery Spells p. 26
Draw Power/TL† Y Steal Power and 2 spells from 10 different colleges 22 NA NA NA Magic p. 180
Essential Fuel/TL N 6 Energy spells 6 NA NA NA Magic p. 179
Flammability† Y Magery 3, Essential Fuel, and Purify Fue 8 Magic: Artillery Spells p. 26
Hotshot Create Fuel, Know Recipe NA NA NA Classic: Technomancer p. 30
Lend Power/TL Y Magery 2 and Seek Power 1 1,000/100 per lb.# S, W, J/Any [3T, 4]/[1] Magic p. 180
Magnetic Vision N Keen Vision 1 150 J, Sp# [2] Magic p. 181
Minor Conduct Power/TL N Seek Power 11 Thaumatology: Urban Magics, p. 26
Minor Draw Power/TL N Minor Conduct Power and 1 spell from 10 different colleges 1 Thaumatology: Urban Magics p. 26
Preserve Fuel/TL N Test Fuel 1 400/40 per lb. J, S, W [3]/[1] Magic p. 179
Propel/TL Y Create Fuel and Dancing Object 8 1,000/1 per 100 lbs.# J, S, W/engine [3T, 4]/[1] Magic p. 180
Purify Fuel/TL N Purify Water or Decay 2 200 J, S, W [3T] Magic p. 179
Purify Power N None 0 250 or 500 (EMP) Electrical device [1], Perm Classic: Technomancer p 30
Radio Hearing N Keen Hearing 1 150 J# [2] Magic p. 181
Seek Emitter/TL N TL 6+ 0 200 W, map# [3] Classic: Technomancer p. 17
Seek Fuel/TL N None 0 60 stick# [3] Magic p. 179
Seek Power/TL N None 0 60 W [3] Magic p. 179
Spectrum Vision† N Infravision 2 750 J, glasses [2] Magic p. 181
Steal Power/TL† Y Magery 2, Minor Healing, and Conduct Power 5 750 J, S, W [3T, 4] Magic p. 180
Stop Power(/TL) N None 0 800 S, W [3, 4] Magic p. 179
Stop Impulse† N Magery 3, Stop Power, and Total Paralysis 8 Magic: Death Spells, p. 21
Test Fuel/TL N None 0 100 J, S, W [3T] Magic p. 179
Water to Fuel/TL Purify Fuel and any two transmutation spells 800 per gal, per day Container [1] Classic: Technomancer p. 30; Grimoire p. 100

Radiation[]

While light is technically a type of radiation (infrared and gamma rays for example) it is not considered part of this subcollege.

Spell Prerequisites Enchantment
Energy
Item Notes Book, Page
Breathe Radiation† Y Magery 2 and Radiation Jet 9 1,200 J [3, 4] Magic p. 182
Cure Radiation† Y Resist Radiation and Major Healing 12 1,500 S, W [3, 4 or Physician 20] Magic p. 182
Extinguish Radiation† Y Magery 2, Extinguish Fire, Earth to Air, and Irradiate 8 1,500 J, S, W [3] Magic p. 181
Irradiate N 2 Earth spells and 2 Fire spells 4 300 J, S, W [3] Magic p. 181
Manipulate DNA Y Sequence DNA and Apportation, or Create Chimera NA NA NA Bio-Tech, p. 32
Mass Resist Radiation Y IQ 13+, Secret Spell (Mass Resist Radiation), and Resist Radiation Pyramid 3/4: Magic on the Battlefield, p. 9 and Magical Styles: Dungeon Magic, p. 13)
Particle Beam Y Magery 2, Lightning. Radiation Jet 3,000 S, W [3, 4] Classic: Technomancer p. 38
Radiation Jet N Irradiate and Resist Radiation 8 600 S, W [3, 4] Magic p. 182
Resist Radiation N 3 Radiaition spells 3 1,000/1,500 any/J, S, W [2]/[3] Magic p. 182
See Radiation N None 0 400 J, S, W [3] Magic p. 181
Seek Radiation N None 0 60 F, W [3] Magic p. 181

Metal and Plastic[]

Note: some plastics are made from plant materials but there is no indication that the Plant College can effect them.

Spell M Prerequisites PC Enchantment
Energy
Item Notes Book, Page
Alloy Metal Y Magery 1 and Shape Metal 3 Pyramid 3/91: Thaumatology IV p. 22
Anvil Strike† Y Magery 3, Rain of Shards, and Teleport Pyramid 3/91: Thaumatology IV p. 23
Arrow Y Create Metal 4 Pyramid 3/91: Thaumatology IV p. 23
Bloody Iron Y Move Metal 4 Pyramid 3/91: Thaumatology IV p. 23
Blunderbuss Y Arrow 5 Pyramid 3/91: Thaumatology IV p. 23
Body of Metal† Y Magery 2 and Shape Metal 3 3,000 J, S, W [2] Magic p. 183
Body of Plastic† Y Magery 2 and Shape Plastic 4 2,500 J, S, W [2] Magic p. 183
Celestial Shotgun Y Magery 2 and Blunderbuss 6 Pyramid 3/91: Thaumatology IV p. 24
Conjure Shield Y Create Metal 4 Pyramid 3/91: Thaumatology IV p. 24
Control Metal Elemental Y Summon Metal Elemental Pyramid 3/91: Thaumatology IV p. 27
Create Metal Y Earth to Stone 3 Pyramid 3/91: Thaumatology IV p. 24
Create Metal Elemental Y Magery 2 and Control Metal Elemental Pyramid 3/91: Thaumatology IV p. 27
Essential Metal N 6 Metal spells 6 Pyramid 3/91: Thaumatology IV p. 24
Flesh to Metal Y Magery 2 and Create Metal 4 Pyramid 3/91: Thaumatology IV p. 25
Identify Metal N None 0 NA NA NA Magic p. 182
Identify Metal (variant) N Seek Metal 1 Pyramid 3/91: Thaumatology IV p. 25
Identify Plastic N Seek Plastic 0 NA NA NA Magic p. 182
Metal to Flesh Y Flesh to Metal 5 Pyramid 3/91: Thaumatology IV p. 25
Flesh to Stone Y Stone to Metal or any four Metal spells 4 Pyramid 3/91: Thaumatology IV p. 25
Metal Vision Y Shape Metal 3 800 any [2] Magic p. 183
Move Metal Y Shape Metal 3 Pyramid 3/91: Thaumatology IV p. 25
Plastic Vision T Shape Plastic 4 800 any [2] Magic p. 183
Purify Metal Y Restore Metal 6 Pyramid 3/91: Thaumatology IV p. 26
Rain of Shards Y Celestial Shotgun 7 Pyramid 3/91: Thaumatology IV p. 26
Restore Metal Y Rust 5 Pyramid 3/91: Thaumatology IV p. 26
Rust Y Magery 1 and Create Metal 4 Pyramid 3/91: Thaumatology IV p. 27
Seek Metal N None 0 Pyramid 3/91: Thaumatology IV p. 27
Seek Plastic N None 0 60 J, S, W [3] Magic p. 182
Shape Metal Y Magery 1 and either Shape Plant or 6 Tech spells 2 NA NA NA Magic p. 182
Sharpen Blade Y Shape Metal 3 Pyramid 3/91: Thaumatology IV p. 27
Smelt Ore Y Shape Metal and Shape Earth 5 Pyramid 3/91: Thaumatology IV p. 27
Stone to Metal Y Magery 2 and Shape Metal 3 Pyramid 3/91: Thaumatology IV p. 27
Summon Metal Elemental Y Magery 1 and either eight Metal spells or four Metal spells and another Summon Elemental spell Pyramid 3/91: Thaumatology IV p. 27
Transmute Metal Y Create Metal and Alloy Metal 8 Pyramid 3/91: Thaumatology IV p. 28
Walk Through Metal Y 4 Metal Spells 4 Pyramid 3/91: Thaumatology IV p. 28

Energy to Fatigue[]

  • 1 kWs: 0.00277 FP
  • 9-volt cell: 0.05 FP
  • 12-volt cell: 5 FP
  • 1 kWh or 3,400 btu: 10 FP
  • 360 kW or 482.5 horsepower: 1 FP/second

"Values for 9- and 12-volt cells assume TL7 non-rechargeable leadacid batteries. The 12-volt cell is a typical car battery. Rechargeable cells or batteries contain half as much energy"

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[]

References[]

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