GURPS Spells with no prerequisites
Jan. 6th, 2014 03:31 pmBecause if I put it on my journal I can find it again later: a list of spells an absolute beginner can learn. If they put in 200 hours. On that particular spell. And nothing else.
Many of these also list prerequisites, like sorts of Empathy, but also Magery 1 or 2. In a learned-Magery setting M1 or M2 isn't actually for beginners, they would need a lot more hours of study. So I'll italic the M1 or M2 spells. Some of these have prerequisite spells if you lack those advantages, but I deleted them because this list is only for beginners.
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142 Apportation Reg./R-Will Movement M1
30 Beast-Rouser Regular Animal Animal Empathy
29 Beast-Soother Regular Animal Animal Empathy
166 Block Blocking Protection M1
35 Climbing Regular Body
121 Counterspell Regular/R-spell Meta-Spell M1
149 Death Vision Regular Necro. M1
36 Debility Regular/R-HT Body
101 Detect Magic Regular Knowledge M1
133 Dull Sense Regular/R-HT Mind
100 Far-Feeling Regular Knowledge M1
139 Fear Area/R-Will Mind Empathy
89 Final Rest Regular Healing/Necro. M1 or Spirit Empathy
101 Find Direction Information Knowledge M1
134 Foolishness Regular/R-Will Mind IQ 12+
142 Haste Regular Movement
72 Ignite Fire Regular Fire
115 Inspired Creation* Regular Making-Breaking
35 Itch Regular/R-HT Body Control
133 Keen Sense Regular Mind Control
89 Lend Energy Regular Healing M1 or Empathy
110 Light Regular Light-Dark
166 Magelock Regular Protection M1
100 Measurement Area/Inform. Knowledge
23 Purify Air Area Air
121 Scryguard Regular Meta-Spell M1
181 See Radiation Regular Tech
23 Seek Air Information Air
50 Seek Earth Information Earth
72 Seek Fire Information Fire
77 Seek Food Information Food
179 Seek Fuel/TL Information Tech
175 Seek Machine/TL Information Tech
161 Seek Plant Information Plant
182 Seek Plastic Information Tech
179 Seek Power/TL Information Tech
184 Seek Water Information Water
166 Sense Danger Information Protection Danger Sense
44 Sense Foes Inform./Area Communication & Empathy
45 Sense Life Inform./Area Communication & Empathy
167 Shield Regular Protection M2
95 Simple Illusion Area Illusion not blind, IQ 11+
171 Sound Regular Sound
171 Sound Vision Regular Sound Acute Hearing
121 Suspend Spell Regular/R-spell Meta-Spell M1
100 Tell Time Information Knowledge
77 Test Food Information Food
179 Test Fuel/TL Information Tech
35 Touch Regular Body
122 Ward Block/R-spell Meta-Spell M1
51 spells, 13 of them actually requiring Magery, so that's 38 starting points for an absolute beginner in a learned Magery setting, 30 if they have no E.
So now I'm looking at that lot and wondering what would be appealing enough to get you started?
Probably Seek Water, in a low tech or underdeveloped setting. Or Seek Food or Test Food. Something that deals with things you have to do every day anyway would be an advantage.
Ignite Fire has the daily chore advantage plus the way it leads to greater destructive power later.
Sense Danger and Sense Foes would get popular quick for soldiers, and could be taught intensively to new military recruits.
Simple Illusion is a career or three in the making.
Debility would be handy against bullies, since it decreases Strength briefly.
But anyone that starts their magical practice with Death Vision has a story behind it, and not a nice one.
Many of these also list prerequisites, like sorts of Empathy, but also Magery 1 or 2. In a learned-Magery setting M1 or M2 isn't actually for beginners, they would need a lot more hours of study. So I'll italic the M1 or M2 spells. Some of these have prerequisite spells if you lack those advantages, but I deleted them because this list is only for beginners.
page
142 Apportation Reg./R-Will Movement M1
30 Beast-Rouser Regular Animal Animal Empathy
29 Beast-Soother Regular Animal Animal Empathy
166 Block Blocking Protection M1
35 Climbing Regular Body
121 Counterspell Regular/R-spell Meta-Spell M1
149 Death Vision Regular Necro. M1
36 Debility Regular/R-HT Body
101 Detect Magic Regular Knowledge M1
133 Dull Sense Regular/R-HT Mind
100 Far-Feeling Regular Knowledge M1
139 Fear Area/R-Will Mind Empathy
89 Final Rest Regular Healing/Necro. M1 or Spirit Empathy
101 Find Direction Information Knowledge M1
134 Foolishness Regular/R-Will Mind IQ 12+
142 Haste Regular Movement
72 Ignite Fire Regular Fire
115 Inspired Creation* Regular Making-Breaking
35 Itch Regular/R-HT Body Control
133 Keen Sense Regular Mind Control
89 Lend Energy Regular Healing M1 or Empathy
110 Light Regular Light-Dark
166 Magelock Regular Protection M1
100 Measurement Area/Inform. Knowledge
23 Purify Air Area Air
121 Scryguard Regular Meta-Spell M1
181 See Radiation Regular Tech
23 Seek Air Information Air
50 Seek Earth Information Earth
72 Seek Fire Information Fire
77 Seek Food Information Food
179 Seek Fuel/TL Information Tech
175 Seek Machine/TL Information Tech
161 Seek Plant Information Plant
182 Seek Plastic Information Tech
179 Seek Power/TL Information Tech
184 Seek Water Information Water
166 Sense Danger Information Protection Danger Sense
44 Sense Foes Inform./Area Communication & Empathy
45 Sense Life Inform./Area Communication & Empathy
167 Shield Regular Protection M2
95 Simple Illusion Area Illusion not blind, IQ 11+
171 Sound Regular Sound
171 Sound Vision Regular Sound Acute Hearing
121 Suspend Spell Regular/R-spell Meta-Spell M1
100 Tell Time Information Knowledge
77 Test Food Information Food
179 Test Fuel/TL Information Tech
35 Touch Regular Body
122 Ward Block/R-spell Meta-Spell M1
51 spells, 13 of them actually requiring Magery, so that's 38 starting points for an absolute beginner in a learned Magery setting, 30 if they have no E.
So now I'm looking at that lot and wondering what would be appealing enough to get you started?
Probably Seek Water, in a low tech or underdeveloped setting. Or Seek Food or Test Food. Something that deals with things you have to do every day anyway would be an advantage.
Ignite Fire has the daily chore advantage plus the way it leads to greater destructive power later.
Sense Danger and Sense Foes would get popular quick for soldiers, and could be taught intensively to new military recruits.
Simple Illusion is a career or three in the making.
Debility would be handy against bullies, since it decreases Strength briefly.
But anyone that starts their magical practice with Death Vision has a story behind it, and not a nice one.
no subject
Date: 2014-01-07 03:33 am (UTC)no subject
Date: 2014-01-07 03:37 pm (UTC)Only cool if I want to write a story about what those spells do to civilisation.
no subject
Date: 2018-01-26 12:26 pm (UTC)