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College of Knowledge

Spell Lvl Cost Maint Prereqs Notes
Sense Life E 1* n/a None Magic, page 45.
Tell Time E 1 n/a None GM, page 47.
Alarm E 2 n/a Tell Time GM, page 47.
Find Direction E 2 n/a None GM, page 47.
Tell Position E 1 n/a Find Direction GURPS Grimoire, page 58.
Know Location A 6 n/a Tell Position GG, page 58.
Seeker A 12 n/a Find Direction Gurps Magic, page 106.
Measurement E 2* n/a None GM, page 47.
Test Area A 2* n/a Measurement GG, page 58.
Predict Weather A 6* n/a None GM, page 47.
Aura A 10 n/a None GURPS Magic, page 47. Most things visible to the Aura spell are detectable by a trained Thaumaturge just by looking. The spell is useful for situations where a strong aura is masking a weaker one or where the aura has been concealed by magic.
History A 10/20/40 n/a Aura GM, page 48.
Ancient History H 20/40/80 n/a History GM, page 48.
Divination A 40 n/a History GM, page 48. Tarot Reading, Rune Casting, and Crystal Gazing are each separate spells. Other methods from GURPS magic are not done in Arcadia.
Know True Shape A 6 n/a Aura GG, page 58.
False Aura A 16 2 Aura GG, page 69.
Mystic Mark A 10 n/a Aura The Mark can be made permanent for 120 energy.
Remove Aura H 20 n/a Aura GG, page 69.