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[]
- [[Classic: Technomancer]] pg 29