All Spells (Alphabetical)

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Showing 1-100 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Ablative Barrier Force 15 points for level 1 + 3 points/additional level.
Abominable Alteration Alteration, Growth, and Other Transmutations, Death Curses & Withering 65 points.
Absorb Book Detection & Appraisal, Breaking, Shattering, and Ruin 9 points.
Absorb Impact Force 15 points for level 1 + 3 points/additional level.
Absorb Weapon Locks, Seals, and Traps, Stealth 1 point/level.
Abundant Step Speed, Haste, and Handling, Space 50 points.
Accelerate Metabolism Time 41 points.
Accelerate Time Time 126 points for level 1 + 5 points/additional level.
Accuracy Battle Blessings & Readiness 14 points for level 1 + 4 points/additional level.
Accursed Triangle Death Curses & Withering 47 points.
Ache Sorcerous Services & Rites 25 points.
Acid Arrow Acid 16 points for level 1 + 9/additional level.
Acid Ball Acid 7 points/level.
Acid Fog Breath & Atmosphere, Acid 39 points for level 1 + 10 points/additional level.
Acid Jet Acid 15 points/level.
Acid Sheath Drowning, Dehydration, and Fluid Assaults, Acid 22 points.
Acid Vulnerability Acid 29/30/32 points for levels 1-3.
Acid Weapon Weapons & Battlework, Acid 18 points.
Acid Whip Acid 23 points.
Acidic Tears Countermagic & Suppression 29 points.
Ack Sorcerous Services & Rites 1 point.
Activate Runes Arcane Utilities & Implements 20 points.
Adamant Hail Breaking, Shattering, and Ruin, Earthshape, Passage, and Transmutation 14 points (or more).
Adamant Missile Breaking, Shattering, and Ruin, Earthshape, Passage, and Transmutation 6.5 points/level*.
Adept Spirit Sorcerous Services & Rites, Spirits, Wards, and the Dead 26 points.
Adhesive Acid Tempests, Lightning, and Winter Weather, Acid 69 points.
Adjuration Battle Blessings & Readiness 38 points.
Adjustable Clothing Armor & Battle Shells, Enchantment 47 points for level 1 + 18 points/additional level.
Aerial Entombment Winds, Vapors, and Sky Passage, Gate 112 points.
Aerial Flight Speed, Haste, and Handling, Winds, Vapors, and Sky Passage 46 points.
Aerial Servant Winds, Vapors, and Sky Passage, Summoning 38 points.
Aeromancy Thoughts & Memory 39 or 89 points.
Affect Spirits Spirits of the Dead, Spirits, Wards, and the Dead 27 points.
Afflict Animal Animal Command & Repelling 41 points or 56 points
Age Death Curses & Withering 116 points.
Agonize Sorcerous Services & Rites 35 points.
Aid Sorcerous Services & Rites 1 point.
Aide Sorcerous Services & Rites 2 points/level.
Air Vision Senses & Perception, Winds, Vapors, and Sky Passage 17 points for level 1 + 5 points/additional level.
Air Vortex Forced Movement & Restraint, Winds, Vapors, and Sky Passage 134 points for level 1 + 5 points/additional level.
Airtight Winds, Vapors, and Sky Passage, Food 25 points.
Akashic Form Thoughts & Memory, Memory, Thought, and Will, Alteration, Growth, and Other Transmutations 53 points.
Alarm Sorcerous Services & Rites 1 point.
Alcohol Tolerance Poison 25 points.
Alertness Battle Blessings & Readiness 20 points for level 1 + 4.5* points/additional level.
Alloy Metal Arcane Utilities & Implements, Crafting, Repair, and Reshaping, Metal & Glass 6 points/level.
Alter Behavior Commands & Compulsion, Animal Command & Repelling 15 points.
Alter Body Alteration, Growth, and Other Transmutations, Vital Functions & Augmentation 64 points or more; see text.
Alter Dreamscape Dreams, Sleep, and Delusion, Dream 24 points.
Alter Gender Glamour, Color, and Prism 35 points or 51 points.
Alter Nanovirus Concealments & Counter-Senses 89 points or more.
Alter Poison Poison 41 points.
Alter Self Alteration, Growth, and Other Transmutations 18 points.
Alter Terrain Stone, Soil, and Sand 90 points for level 1 + 75 points/additional level.
Alter Visage Shapeshifting & Polymorph 38 points.
Ambidexterity Concealments & Counter-Senses 17 points.
Amphibian Control Animal Command & Repelling 23 points.
Analgesic Safeguards & Reliefs 12 points.
Analyze Heredity Readings & Analysis 13 points.
Analyze Magic Readings & Analysis 12 points.
Analyze Poison Readings & Analysis, Poison 12 points.
Analyze Psi Readings & Analysis 12 points.
Analyze Raw Magic Mana, Ley, and Power, Readings & Analysis 6 points.
Ancient History Divination & Omens, Time 16 points.
Androgyny Glamour, Color, and Prism 17 points.
Animal Ageing Internal Ruin, Fatigue, and Decline 18 points.
Animal Attraction Animal Command & Repelling, Communication & Empathy 110 points for level 1 + 25 points/additional level.
Animal Emotion Emotion & Morale, Animal Command & Repelling, Communication & Empathy 35 points.
Animal Growth Animal Command & Repelling 19 points for level 1 + 9 points/level + ST to support the new size.
Animal Messenger Animal Command & Repelling, Communication & Empathy 42 points.
Animal Sleep Animal Command & Repelling, Dream 40 points.
Animal Spirit Sorcerous Services & Rites, Animal Command & Repelling, Spirits, Wards, and the Dead 34 points.
Animate Fungus Wood, Vines, and Plant Forms 21 points.
Animate Machine Technological 53 points.
Animate Object Breaking, Shattering, and Ruin 13 points/level.
Animate Plant Growth, Blessing, and Husbandry 21 points.
Animate Shadow Shadows & Obscurity, Undead Animation & Command 50 points.
Animation Undead Animation & Command, Summoning 23 points.
Annihilation Breaking, Shattering, and Ruin 64 points.
Ant Haul Concealments & Counter-Senses 18.7 points for level 1 + 2.7 points/additional level. Full Cost (KYOS): 22.7 points for level 1 + 6.3 points/additional level.
Anticipate Battle Blessings & Readiness 26 points for level 1 + 15 points/additional level.
Anticipate Thoughts Thoughts & Memory, Memory, Thought, and Will 11.5 points/level.
Antiemetic Safeguards & Reliefs 12 points.
Antihistamine Battle Blessings & Readiness 12 points.
Antilife Shell Death Curses & Withering 45 points for level 1 + 5 points/additional level.
Antimagic Field Countermagic & Suppression, Safeguards & Reliefs, Battlefield Zones & Fields 70 points for level 1 + 15 points/additional level.
Antimatter Beam Energy, Space 39 points/level.
Antimatter Blast Bursts, Barrages, and Bombardment, Energy, Space 504,408 points.
Antimetal Arm Stone, Soil, and Sand 9 or 18 points.
Antiplant Shell Growth, Blessing, and Husbandry 42 points for level 1 + 5 points/additional level.
Antistatic Concealments & Counter-Senses 31 points.
Anvil Strike Lesser Hexes & Afflictions, Breaking, Shattering, and Ruin, Metal & Glass 161 points.
Apocalypse Bursts, Barrages, and Bombardment 6 points for level 1 + 2.5 points/additional level (or more).
Apply Poison Poison 12 points.
Apportation Ways, Passage, and Travel 2 points for level 1 + 1 point/additional level.
Arachnid Control Animal Command & Repelling 23 points.
Arboreal Immurement Growth, Blessing, and Husbandry 110 points.
Arc Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 15 points/level.
Arcane Dart Missiles, Jets, and Rays 6 points.
Arcane Quickening Time 30 points.

Ablative Barrier

15 points for level 1 + 3 points/additional level.

Force

Keywords

Buff, Control, Damage, Defense, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

Through a dedicated manipulation of the Lattice, you encase the subject in a reactive, ablative force screen, granting DR 2 per level of this effect for 3 minutes. The base cost is 15 points for level 1, increasing by 3 points per additional level. No casting roll is needed, but you must aim as if using Innate Attack (Gaze) at a range of up to 100 yards.

Statistics

Affliction 1 (HT; Advantage, Ablative Barrier 1, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Additional levels add further Ablative Barrier to the Advantage enhancement [+3]. Note: Each level of “Ablative Barrier” is DR 2 (Force Field, +20%; Ablative, -80%; Magical, -10%) [3].

Archmagister's Counsel

This is a basic, effective defensive layer for your forces. While some might prattle about 'force fields,' the practical truth is that it means your soldiers take less damage and stay in the fight longer, regardless of how the Lattice is plucked.

Source Spell

Ablative Barrier

Source Spell Types

Force Spells

Abominable Alteration

65 points.

Alteration, Growth, and Other Transmutations, Death Curses & Withering

Keywords

Damage, Debuff, Defense, Malediction, No-Signature, Resisted-Variable

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This brutal manipulation of the Lattice, called 'Abominable Alteration' by those with a flair for the dramatic, functions as an Affliction. Upon a failed resistance roll (your Will vs. the target's HT or Will), the target suffers a debilitating transformation of a single body part, scaled grotesquely. Because this transformation is inherently incompatible with life, it causes an instant Heart Attack effect, reducing the target’s HP to 0. This is a killing blow.

Statistics

Affliction 1 (HT or Will; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Sorcery, ‑15%) [65]. Note: Fragile (Enhanced Unnatural) means the subject dies if reduced to 0 HP; therefore, since Heart Attack reduces the target’s HP to 0, the target dies.

Archmagister's Counsel

There’s no surer way to unseat a rival than to have them literally fall apart in front of their court. A silent kill, from nowhere. Let the lesser scribes argue the 'how,' we only care about the 'what.'

Source Spell

Abominable Alteration

Source Spell Types

Death Spells

Absorb Book

9 points.

Detection & Appraisal, Breaking, Shattering, and Ruin

Keywords

Information, Persistent, Utility

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.

Description

This trick of the Lattice allows the gifted to remotely devour the knowledge within a written work. The caster simply needs line of sight or physical contact with the tome, and its contents are absorbed. The cost is 9 points, and casting relies on IQ. The duration is indefinite, and the range unlimited. A side effect: the original writing vanishes, a trivial cost for such intelligence.

Statistics

Mind Reading (Accessibility, Only on books, -50%; Nuisance Effect, Writing disappears, -5%; Sorcery, -15%) [9].

Archmagister's Counsel

A fine way to gain intelligence without risk, my lord. Send your agent to merely glance at the enemy's ledgers; the information is yours, and their secrets are erased. No need for dusty libraries or inconvenient scribes.

Source Spell

Absorb Book

Source Spell Types

Book Spells

Absorb Impact

15 points for level 1 + 3 points/additional level.

Force

Keywords

Buff, Control, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice grants the subject DR 2 per level against damage from falls and collisions, lasting for 3 minutes. The spell does not, however, alter the subject's velocity, merely their resilience to impact.

Statistics

Affliction 1 (HT; Advantage, Absorb Impact 1, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Additional levels add further Absorb Impact to the Advantage enhancement [+3]. Note: Each level of “Absorb Impact” is DR 2 (Force Field, +20%; Limited, Fall and Collision Damage, -80%; Magical, -10%) [3].

Archmagister's Counsel

A smart lord uses this on his scouts jumping from walls or his cavalry charging against a bristling spear line. The method of protection matters less than the unbroken skull.

Source Spell

Absorb Impact

Source Spell Types

Force Spells

Absorb Weapon

1 point/level.

Locks, Seals, and Traps, Stealth

Keywords

Damage, Defense, Information, Persistent, Stealth, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite.

Description

Through a manipulation of the Lattice that certain traditionalists call 'thaumatological limbo,' you can store an unattended weapon within your own form. The weapon, weighing no more than your spell level times your Basic Lift divided by 10 pounds, is metaphysically displaced, leaving only a faint blotch on your arm. It can be drawn in one second, or with a Fast-Draw attempt, until the spell is ended. The cost is 1 energy point per level, and the effect is indefinite.

Statistics

Payload 1 (Accessibility, Only a single object, -10%; Accessibility, Only for weapons, -20%; Cosmic, Extraplanar, +50%; Nuisance Effect, Detectable as a blotch, -5%; Sorcery, -15%) [1/level].

Archmagister's Counsel

This bit of Lattice-work allows your operatives to bypass inconvenient guards and 'no weapons' policies. It's not about <i>how</i> the blade disappears, but that it <i>can</i> reappear at a critical moment.

Source Spell

Absorb Weapon

Source Spell Types

Adventurer Spells

Abundant Step

50 points.

Speed, Haste, and Handling, Space

Keywords

Damage, Information, Travel, Utility

Casting Roll

IQ; Special casting time and FP cost.

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows the caster to instantly traverse up to 10 yards, provided the destination is within sight. Like all good shortcuts, it's instantaneous. While you can carry about 24.9 lbs / 11.3 kg of gear with you, don't expect to drag a cannon. This isn't about brute force; it's about not being where you were a moment ago.

Statistics

Warp (Accessibility, Step, -10%; Extra Carrying Capacity, Medium, +20%; No Strain, +25%; Range Limit, 10 yards, -50%; Sorcery, -15%; Vision-Based, Reversed, -20%) [50].

Archmagister's Counsel

Why bother with slow, predictable troop movements when a few well-placed individuals can simply appear behind enemy lines? Forget 'flanking maneuvers'; this is 'surprise invasion' made elegant.

Source Spell

Abundant Step

Source Spell Types

Space Spells

Accelerate Metabolism

41 points.

Time

Keywords

Debuff, Defense, Malediction, No-Signature, Resisted-HT, Travel

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This manipulation of the Lattice inflicts one level of Increased Consumption, forcing the target to eat six meals daily, and makes them more susceptible to metabolic hazards. This doesn't merely inconvenience; it debilitates by draining reserves and attention, making them prone to other debuffs. Duration is 1 day.

Statistics

Affliction 1 (HT; Disadvantage, Increased Consumption 1, +10%; Disadvantage, Susceptible to Metabolic Hazards 3*, +24%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [41]. Note: “Metabolic Hazards” is even more common than “Very Common” and costs -8 points per -1 to HT rolls.

Archmagister's Counsel

Use this on a captured foe you wish to break without physical torture, or on a critical supply-line leader; watch how quickly their focus shifts from your war effort to their next meal. The Guild calls it 'starvation magic'; I call it efficient resource denial.

Source Spell

Accelerate Metabolism

Source Spell Types

Time Spells

Accelerate Time

126 points for level 1 + 5 points/additional level.

Time

Keywords

Area, Debuff, Leveled, Malediction, No-Signature, Persistent, Resisted-Will, Travel

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute. Time in the area accelerates. Every creature and object in the area acts as if they had Altered Time Rate 1 (p. B38). Anyone entering the area is accelerated as well. Anyone leaving the area enters the normal time stream again. Unless everyone within the area is willing, the person with the highest effective Will resists. The spell is all-or-nothing; if that one person resists, then the spell fails, but if not, then it works. If the GM is uncertain of who has the best resistance roll (e.g., one person has high Will while another has modest Will but also Luck), he can pick two, roll for both, and average their margins of success for the Quick Contest.

Description

This manipulation of the Lattice causes time within a designated area to accelerate. All creatures and objects within this zone function as if under Altered Time Rate 1. The duration is 1 minute, and the cost is 126 points for level 1, plus 5 points per additional level. Resistance is a Will roll; if the strongest-willed individual (unless all are willing) resists, the spell fails completely.

Statistics

Affliction 1 (Will; Advantage, Accelerate Time, +900%; All-or-Nothing, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Extended Duration on Persistent, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Reduced Duration, 1/3, -10%; Reduced Duration, 1/180, Only after the target leaves the area, -35%; Sorcery, -15%; Variable, Area, +5%) [126]. Additional levels add more Area Effect (+50%) [+5]. Note: “Accelerate Time” is Altered Time Rate 1 (Magical, -10%) [90].

Archmagister's Counsel

Why bother with mere speed when you can twist time itself? Use this to age a siege engine into dust before it fires, or let your elite guard execute a dozen maneuvers for every one of your enemy's.

Source Spell

Accelerate Time

Source Spell Types

Time Spells

Accuracy

14 points for level 1 + 4 points/additional level.

Battle Blessings & Readiness

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This Lattice manipulation enhances a weapon, granting an additional +1 to skill rolls to hit per level, for up to 3 minutes. The cost is 14 points for the first level, and 4 points for each additional level of accuracy, affecting a target up to 100 yards away.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Accuracy 1, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [14]. Additional levels add further Accuracy to the Advantage enhancement [+4]. Note: Each level of “Accuracy” is DX 1 (Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4/level].

Archmagister's Counsel

Equip your elite skirmishers with this before they open fire. It matters little if it's the Wizard's 'Enhancement' or the Sorcerer's 'Affliction'—the enemy is just as dead either way.

Source Spell

Accuracy

Source Spell Types

Individual Spell

Accursed Triangle

47 points.

Death Curses & Withering

Keywords

Debuff, Information, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This working, a true exercise in psychological warfare, initiates a three-step consciousness transfer. First, it swaps the caster's mind with that of any ensouled target. Second, it shifts the caster's consciousness into an inanimate vessel near the target—a rock, a tree, whatever lifeless 'home' is available. Finally, it then returns the caster to their original body, leaving the target's consciousness trapped within that same inert object. The subject becomes catatonic during this process; no death, just an empty shell. Its cost is 47 points, resisted by the target's Will, and has unlimited range. The effect is instantaneous.

Statistics

Affliction 1 (Will; Accessibility, Only on beings with a soul, -5%; Based on Will, +20%; Coma, Variant, +250%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Critical Failure, -50%; Sorcery, ‑15%) [47].

Archmagister's Counsel

This is a perfect example of why the Guild's 'rules' are foolish: Who cares about 'ethical transference' when your enemy's heir is suddenly a potted plant? Strip them of their leadership and watch their house crumble.

Source Spell

Accursed Triangle

Source Spell Types

Death Spells

Ache

25 points.

Sorcerous Services & Rites

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute.

Description

This Malediction inflicts a minor, persistent ache. It imposes no mechanical penalties but is an irritant. High Pain Threshold grants immunity. Costs 25 points, cast with Will, unlimited range, lasting 1 minute.

Statistics

Affliction 1 (HT; Fixed Duration, +0%; Malediction 2, +150%; Mild Discomfort, +5%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [25].

Archmagister's Counsel

A fine spell for reminding a petulant courtier that his influence is, like his comfort, entirely at your discretion. Small annoyances wear down even the most stubborn.

Source Spell

Ache

Source Spell Types

Least Spells

Acid Arrow

16 points for level 1 + 9/additional level.

Acid

Keywords

Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This Lattice manipulation conjures an arrow of condensed acid. Upon impact, it delivers 1d impaling damage, followed by an additional 1d corrosion damage for each level invested. The Guild calls it 'Acid Arrow'; I call it a messy end for those foolish enough to get in the way.

Statistics

Impaling Attack 1d (Blockable, -5%; Sorcery, -15%) [7] + Corrosion Attack 1d (Magical, -10%; Follow-Up, +0%) [9/level].

Archmagister's Counsel

This trivial exercise in destructive magic creates a potent projectile. A well-placed 'Acid Arrow' ends protracted negotiations with startling efficiency, allowing your coffers to fill without the protracted cost of a siege.

Source Spell

Acid Arrow

Source Spell Types

Individual Spell

Acid Ball

7 points/level.

Acid

Keywords

Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

20 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice manifests as an orb of pure acid, launched at a target. It inflicts 1d corrosion damage per level. The Guild calls it 'elemental magic;' I call it effective unless your target is already a puddle.

Statistics

Corrosion Attack (Blockable, -5%; Increased 1/2D, 5x, +10%; Reduced Range, 1/5, -20%; Sorcery, -15%) [7/level].

Archmagister's Counsel

Ensure your shock troops are equipped with acid resistance, or this little trick turns them into a hazard for their own side. A truly gifted Sorcerer can melt an invading army's siege equipment in short order.

Source Spell

Acid Ball

Source Spell Types

Individual Spell

Acid Fog

39 points for level 1 + 10 points/additional level.

Breath & Atmosphere, Acid

Keywords

Area, Damage, Healing, Information, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This spell fills a 2-yard radius with corrosive, vision-obscuring fog for 10 seconds. It imposes a -5 penalty on all vision rolls through it. The fog inflicts 1d crushing damage per second to anyone caught within. Each additional level costs 10 points and increases the damage and area of effect.

Statistics

Obscure Vision 5 (Drifting, +20%; Link, +10%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [17] + Corrosion Attack 1d (Area Effect, 2 yards, +50%; Drifting, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Variable, Area, +5%) [22]. Further levels add Area Effect (+50%) to both advantages [+10].

Archmagister's Counsel

A fine way to deny an enemy archer line-of-sight or, more effectively, to force an advancing regiment to choose between choking on acid or breaking ranks. The Lattice doesn't care if your blood boils or your eyes melt, only that it gets done.

Source Spell

Acid Fog

Source Spell Types

Individual Spell

Acid Jet

15 points/level.

Acid

Keywords

Damage, Jet, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

One second.

Description

This spell projects a 10-yard jet of corrosive acid from the caster. It costs 15 points per level, inflicting Corrosion Attack damage with Destructive Parry, Melee-Capable (Reach 1), and Reflexive modifications. This unique combination allows parrying with the jet. The attack uses Innate Attack (Beam) for targeting. It's a one-second effect.

Statistics

Corrosion Attack (Destructive Parry, +10%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Sorcery, -15%) [15/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.

Archmagister's Counsel

Why bother with a finely crafted sword when you can simply melt your opponent? A quick spray of this and your lord's enemies will be too busy screaming to plot rebellion.

Source Spell

Acid Jet

Source Spell Types

Even More Acid Spells

Acid Sheath

22 points.

Drowning, Dehydration, and Fluid Assaults, Acid

Keywords

Aura, Buff, Damage, Melee, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.The subject is sheathed in acid that deals 1d-1 corrosion damage to enemies who touch their body.

Description

This Lattice manipulation sheathes the subject in a corrosive aura, dealing 1d-1 corrosion damage to any who make physical contact with them. It operates for 3 minutes, with no conventional casting roll required; rather, it is 'aimed' using the Innate Attack (Gaze) skill, and has an effective range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Acid Sheath, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [22]. Note: “Acid Sheath” is Corrosion Attack 1d-1 (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [10].

Archmagister's Counsel

Armor is useless against this- it eats through all of it! This is excellent for discouraging would-be assassins, or turning your skirmishers into living deterrents.

Source Spell

Acid Sheath

Source Spell Types

Water Spells

Acid Vulnerability

29/30/32 points for levels 1-3.

Acid

Keywords

Damage, Debuff, Defense, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This Malediction manipulates the Lattice to make a subject acutely vulnerable to acid. For 3 minutes, any acid damage that bypasses their Damage Resistance is multiplied by 2, 3, or 4 (depending on the level of the curse) before normal wounding multipliers are applied. The target resists with a Will roll.

Statistics

Affliction 1 (HT; Disadvantage, Vulnerability (Acid, x2), +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [29]. Additional levels improve Disadvantage, Vulnerability (Acid, x2), +30% to Disadvantage, Vulnerability (Acid, x3), +45% and Disadvantage, Vulnerability (Acid, x4), +60%.

Archmagister's Counsel

When facing heavily armored opponents, a well-placed Acid Vulnerability can turn their formidable defenses into a liability, making even a minor acid attack catastrophically effective. It's not about how hard you hit, but where you hit, and this spell provides the 'where'.

Source Spell

Acid Vulnerability

Source Spell Types

Individual Spell

Acid Weapon

18 points.

Weapons & Battlework, Acid

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes. Once cast upon a weapon, this spell causes it to do an additional 1d of follow-up (p. B105) corrosion damage. The weapon will be visibly coated in pale green acid, but will not cause harm or discomfort to the wielder.

Description

This manipulation of the Lattice coats a weapon in a pale green, acidic sheen for three minutes. The weapon then inflicts an additional 1d of follow-up corrosion damage on impact. It poses no harm to the wielder.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Acid Weapon, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [18]. Note: “Acid Weapon” is Corrosion Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [8].

Archmagister's Counsel

A weapon dipped in acid, magically or otherwise, is a weapon that kills. Do not fret over how this effect is achieved; merely ensure your troops have better access to it than their foes.

Source Spell

Acid Weapon

Source Spell Types

Individual Spell

Acid Whip

23 points.

Acid

Keywords

Damage, Obvious

Casting Roll

None. Use Force Whip to hit.

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice conjures a whip made of corrosive acid into your hand. It functions as a normal whip for attacks, but cannot be used for parrying or entanglement. It is instantly readied for use. The Guild calls it 'conjuration'; I call it a weapon.

Statistics

Natural Weapon (Corrosion; Cannot Parry, -40%; Destructive Parry, +40%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Intangible, +50%; Single, -20%; Sorcery, -15%; Swing-Capable, +20%) [23].

Archmagister's Counsel

Why bother with a paltry sword when you can melt a man’s armor with a flick of your wrist? A smart lord ensures his enforcers have the means to bypass petty defenses.

Source Spell

Acid Whip

Source Spell Types

Individual Spell

Acidic Tears

29 points.

Countermagic & Suppression

Keywords

Debuff, Defense, Information, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

With a successful Will roll, you inflict an Affliction (HT) that turns the subject's tears mildly corrosive for 3 minutes. This imposes a -4 penalty to Vision, representing a persistent irritant, and causes moderate pain. The Lattice cares not for the source of their agony.

Statistics

Affliction 1 (HT; Disadvantage, Acute Vision -4, +8%; Fixed Duration, +0%; Malediction 2, +150%; Moderate Pain, +20%; No Signature, +20%; Sorcery, ‑15%) [29].

Archmagister's Counsel

This isn't subtle, but it's effective for disrupting an enemy archer or a meticulous scribe. A blind commander, for all their strategic genius, is simply a liability.

Source Spell

Acidic Tears

Source Spell Types

Individual Spell

Ack

1 point.

Sorcerous Services & Rites

Keywords

Utility

Casting Roll

None.

Range

Unlimited.

Duration

Instantaneous.

Description

This instant, unlimited-range manipulation of the Lattice allows confirmation of receipt for any magical message, regardless of its original channel. It also verifies the recipient's identity, making spoofing utterly impossible. The cost is a mere 1 point.

Statistics

Ping (Variant; Sorcery, -15%) [1].

Archmagister's Counsel

Your spymasters can use this to ensure their communiques arrive and are read by the intended party, not some clever impersonator. Reliability, after all, is paramount in matters of state.

Source Spell

Ack

Source Spell Types

Least Spells

Activate Runes

20 points.

Arcane Utilities & Implements

Keywords

Control, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

Instantaneous.

Description

This spell instantaneously triggers the magical effect contained within any set of runes within 100 yards. The specific rune language used is irrelevant; the Lattice responds to the activation, not the calligraphy. It costs 20 points of Sorcery-Attunement to manipulate this specific thread.

Statistics

Control Magic 1 (Accessibility, Only to activate runes, -60%; Ranged, +40%; Sorcery, ‑15%) [20].

Archmagister's Counsel

Understanding this spell is crucial for any lord. They will either activate powerful runic defenses for their castles or trigger the runic traps of their enemies. The method of runic inscription? Irrelevant; the result is what matters.

Source Spell

Activate Runes

Source Spell Types

Old Spells

Adamant Hail

14 points (or more).

Breaking, Shattering, and Ruin, Earthshape, Passage, and Transmutation

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This spell manipulates the Lattice to cause adamantine chunks to fall within a 2-yard radius, delivering 1d crushing damage with an armor divisor of (2). It persists for 30 seconds, bombarding the area at a basic skill of 12. Aim this effect with Innate Attack (Gaze) at +4. Costs 14 energy points; larger areas or increased damage cost more, as detailed in the technical specifications.

Statistics

Crushing Attack 1d (Armor Divisor, (2), +50%; Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [14]. Improved versions add Area Effect (+50%/level) and/or improve to Crushing Attack 2d-1.

Archmagister's Counsel

When facing entrenched foes refusing to budge from a fortified position, a sustained bombardment of adamantine will either break their defenses or their will. It's a blunt instrument, but undeniably effective at convincing enemies to relocate.

Source Spell

Adamant Hail

Source Spell Types

Essential Earth Spells

Adamant Missile

6.5 points/level*.

Breaking, Shattering, and Ruin, Earthshape, Passage, and Transmutation

Keywords

Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This brute-force manipulation of the Lattice conjures a missile of adamant, which then flies at a single target. The raw damage is 3d crushing per level of investment, with an Armor Divisor of (2). Like any projectile, it can be blocked.

Statistics

Crushing Attack (Armor Divisor, (2), +50%; Blockable, -5%; Sorcery, -15%) [6.5/level*]. * Calculate the cost, then round up.

Archmagister's Counsel

Why bother with fancy incantations when a simple, well-aimed rock will do? This isn't about elegant theory; it's about making your enemies very, very dead. A few levels of this will dissuade any ‘hero’ from questioning your Lord’s authority.

Source Spell

Adamant Missile

Source Spell Types

Essential Earth Spells

Adept Spirit

26 points.

Sorcerous Services & Rites, Spirits, Wards, and the Dead

Keywords

Buff, No-Signature, Utility

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

100 yards.

Duration

1 hour or until awoken. After the awakening, the spell’s bonuses last for 3 minutes.

Description

This Lattice manipulation grafts the soul of a formidable spellcaster onto the subject. It lies dormant for 1 hour or until awakened by a successful Will roll with a Concentrate maneuver. Once roused, the subject gains Talent (Occultism, Ritual Magic, Thaumatology, Symbol Drawing; Magical, -10%) for 3 minutes, at the cost of 1 Energy Reserve.

Statistics

Affliction 1 (HT; Advantage, Adept Spirit, +50%; Advantage, Adept Spirit (Accessibility, Costs 1 ER, -10%), +45%; Delay, Triggered, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Sorcery, -15%) [26]. Note: “Adept Spirit” is Talent (Occultism, Ritual Magic, Thaumatology, Symbol Drawing; Magical, -10%) [5].

Archmagister's Counsel

A king's advisor, bolstered by this, may suddenly possess the insight of a dozen previous mages. It’s certainly more reliable than hoping for inspiration from the gods.

Source Spell

Adept Spirit

Source Spell Types

Incarnum Spells

Adhesive Acid

69 points.

Tempests, Lightning, and Winter Weather, Acid

Keywords

Cyclic, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

10 seconds.

Description

This spell conjures a projectile of corrosive, adhesive acid. Upon impact, the target suffers 1d-1 corrosion damage per second for 9 seconds. This missile can be dodged or blocked, but the sticky nature of the acid makes parrying dangerous. Innate Attack (Projectile) is used to strike.

Statistics

Corrosion Attack 1d-1 (Blockable, -5%; Cyclic, 9 cycles, 1 second intervals, +900%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [69].

Archmagister's Counsel

Employ this to degrade armored foes or to create a momentary area denial. The Guild would call it 'unsophisticated'; I call it brutally effective.

Source Spell

Adhesive Acid

Source Spell Types

Cyclic Elemental Spells

Adjuration

38 points.

Battle Blessings & Readiness

Keywords

Buff, Control, Defense, No-Signature, Persistent

Casting Roll

None.

Range

Self.

Duration

Permanent (until fulfilled). Give yourself a command to do one specific thing. It can even be something you could not feasibly, realistically accomplish; “destroy every tree in the world” would be valid, but you must speak the oath. You must make this command his first priority at all times. You are free to decide how to go about it, however, and may approach the situation intelligently; e.g., rather than grabbing an axe, you could contact a temp agency to hire a small army of woodcutters. In effect, you have an Obsession (p. B146) with no self-control roll. Once you accomplish the goal, the oath ends. The only way to remove the oath before then is with Remove Curse (GURPS Thaumatology: Sorcery, p. 21); Dispel Magic (GURPS Thaumatology: Sorcery, p. 21) has no effect.

Description

This Sorcerous working binds the caster to a single, self-imposed command, creating an Obsession that brooks no self-control roll. The command can be of any scope, limited only by its specificity. The binding is permanent until the command is fulfilled. Only a skilled practitioner of Remove Curse can sever this weave from the Lattice; Dispel Magic is ineffective.

Statistics

Affliction 1 (HT; Accessibility, Self Only, -50%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; No Signature, +20%; Sorcery, -15%; Variable Enhancement, +125%) [38]. Note: Variable Enhancement provides +13% of enhancements (+250%) but is limited by “Accessibility, Only for Obsession with no self-control roll” (-50%) for a net +125%.

Archmagister's Counsel

This isn't just a spell; it's a strategic weapon for shaping your most fervent assets. A loyal subject, bound by oath to a king’s will, is worth a hundred unmotivated soldiers, especially when a simple 'remove curse' can free them once the objective is met.

Source Spell

Adjuration

Source Spell Types

Least Spells

Adjustable Clothing

47 points for level 1 + 18 points/additional level.

Armor & Battle Shells, Enchantment

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day. Causes an item of clothing to adjust to fit whoever wears it, within limits. The adjustment occurs as the wearer begins to put it on, so the enchantment won’t be discovered if someone picks up the item and immediately discards it as “obviously” the wrong size. When removed, the item returns to its original size. The change in size does change weight as well; an object that doubled in size would increase in weight eightfold. If the duration runs out when the item is not of its original size, it returns to its original size as soon as the wearer takes it off. Each level of this spell allows the item to grow or shrink up to (1 – spell level) band of SM. For example, a pair of SM+0 pants affected by Adjustable Clothing 2 would be able to grow or shrink to fit a SM-1 or SM+1 being, and SM+0 suit affected by Adjustable Clothing 1 would be “one size fits all” as long as the wearer is SM+0. This spell acts as if it were one level lower for rigid or metal armor (or two levels lower for both), and as two levels lower if the item covers all hit locations.

Description

This manipulation of the Lattice renders an item of clothing or armor perfectly adaptable within certain size ranges. The item adjusts to the wearer upon donning, cleverly masking its true nature until worn. It reverts to original size when removed. Each level of this spell allows the item to grow or shrink by up to (1 - spell level) bands of Size Modifier. Note: this effect is less potent on rigid or full-body armor, effectively reducing the spell's level for such items. The item's weight scales with size; a doubling in size increases weight eightfold.

Statistics

Affliction 1 (HT; Accessibility, Only on clothing and armor, -20%; Advantage, Adjustable Clothing 1, +250%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [47]. Additional levels add further Adjustable Clothing to the Advantage enhancement (+180%) [+18]. Notes: “Adjustable Clothing 1” is 25 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -2 in effect penalties. This spell is based on the Adjustable Gear imbuement skill from this blog post.

Archmagister's Counsel

Equip your elite guard with armor that defies conventional sizing, ensuring peak performance for any stalwart warrior, not just those of 'standard' build. Your enemies will never predict such adaptability.

Source Spell

Adjustable Clothing

Source Spell Types

Enchantment Spells

Aerial Entombment

112 points.

Winds, Vapors, and Sky Passage, Gate

Keywords

Control, Debuff, Defense, Malediction, No-Signature, Persistent, Resisted-HT, Summoning, Travel

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent.

Description

This spell, cast outdoors, condemns a subject to the boundless sky if they fail a HT roll. They are placed in suspended animation, immune to aging, hunger, thirst, or the need to breathe, until someone retrieves them through sufficient altitude and ingenuity. This is a permanent entanglement of the Lattice.

Statistics

Affliction 1 (HT; Advantage, Suspended Animation, +590%; Environmental, Outdoors, -20%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Selectivity, Only to remove suspended animation on yourself, +5%; Terminal Condition, Freeing physically, -10%; Sorcery, -15%) [112]. Note: “Suspended Animation” is Doesn’t Breathe (Magical, -10%) [18] + Doesn’t Eat or Drink (Magical, -10%) [9] + Doesn’t Sleep (Magical, -10%) [18] + Unaging (Magical, -10%) [14].

Archmagister's Counsel

This isn't just a prison; it's a permanent disappearance, a flawless solution for troublesome enemies or inconvenient heirs. The Guild will squawk about 'ethics,' but your lords will appreciate the practicality.

Source Spell

Aerial Entombment

Source Spell Types

Air Spells

Aerial Flight

46 points.

Speed, Haste, and Handling, Winds, Vapors, and Sky Passage

Keywords

Buff, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice grants Flight (Basic Speed × 2) for three minutes, provided air is present. It’s useless in vacuum, trace atmosphere, or water. There's no casting roll, but you'll need an Innate Attack (Gaze) roll to aim it at 100 yards. This is essentially an Affliction 1 (HT) with a fixed duration advantage, costing 46 points.

Statistics

Affliction 1 (HT; Advantage, Flight, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [46]. Note: “Flight” is Flight (Environmental, Air, -5%; Magical, -10%) [34].

Archmagister's Counsel

Why bother with horses when you can simply lift your elite forces directly over the enemy lines? This little trick, whether they call it Sorcery or Wizardry, will win you battles.

Source Spell

Aerial Flight

Source Spell Types

Air Spells

Aerial Servant

38 points.

Winds, Vapors, and Sky Passage, Summoning

Keywords

Control, Defense, Information, Persistent, Summoning, Utility

Casting Roll

Will, rolled as a Quick Contest against the summoned being’s Will. Special casting time, see below.

Range

Special, see below.

Duration

Hours equal to margin of victory on Quick Contest of Will.

Description

After an hour-long ritual and a successful Quick Contest of Will against the target's Will, you conjure an unwilling aerial servant, built on 150 points, to do your bidding. The creature will serve for a duration in hours equal to your margin of victory in the contest. Should you fail to maintain control, the creature's resentment is guaranteed to manifest.

Statistics

Ally (Aerial Servant; Built on 150%; Constantly; Conjured, +100%; Immediate Preparation Required to 1 hour, -75%; Requires Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%; Unwilling, -50%) [38]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and dimensional “range” penalties.

Archmagister's Counsel

Summon only what you can control, my Lord. That creature remembers every slight. A powerful minion you cannot command is merely a powerful enemy you have thoughtfully invited to your study.

Source Spell

Aerial Servant

Source Spell Types

Air Spells

Aeromancy

39 or 89 points.

Thoughts & Memory

Keywords

Information, Touch

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

Instantaneous. As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.Aeromancy is divination by air. It is performed in solitude and requires that the diviner not be indoors, although he need not be on the ground. In fact, being on top of a large building might be an advantage! If the diviner is 50 yards from the ground, add +1 to skill; each time height doubles, add a further +1, to a maximum of +6. He must maintain this height for the entire casting. Air must be present, so divining in space is impossible.When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”The basic (39-point) version of this spell requires 10 minutes to cast! The improved (89-point) version requires only the usual one or two seconds.

Description

This Sorcery of Aeromancy functions as Divination, allowing one to pluck information from the Lattice via air currents. It requires solitude and an outdoor location; elevation amplifies its effectiveness, granting +1 to the casting roll for every doubling of height above 50 yards, up to a maximum of +6. The basic 39-point version requires a 10-minute casting time. For a mere 89 points, the improved version reduces this to the usual swift casting. Queries about past or future events incur a time-based penalty, interpreting 'miles' as 'weeks' for Long-Distance Modifiers.

Statistics

Precognition (Active Only, -60%; Directed, +100%; Environmental, Air, -5%; Environmental, Outdoors, -20%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%) [39]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

Understanding the winds of fate is useful for any Lord. This spell, particularly its swifter iteration, can provide intelligence on past blunders or future opportunities. Just ensure your 'diviner' isn't prone to acrophobia; the Lattice favors those who dare to seek its secrets from high.

Source Spell

Aeromancy

Source Spell Types

Individual Spell

Affect Spirits

27 points.

Spirits of the Dead, Spirits, Wards, and the Dead

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This ‘Lattice-work’ allows a subject to interact with incorporeal spirits as though they were physical, lasting 3 minutes. Furthermore, any weapon the subject uses gains the ability to harm spirits, effectively becoming a 'ghost weapon.' There's no casting roll, but one must aim using Innate Attack (Gaze). This manipulation costs 27 points and has a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Affect Spirits, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [27]. Notes: “Affect Spirits” is Blessed (Ghost Weapon; Magical, -0%) [15]. Magical costs -0% because Blessed already includes the Divine power modifier. Magical, -0% just replaces it.

Archmagister's Counsel

Equip your elite guard with this, and they'll be able to clear any haunted stronghold, regardless of its ethereal inhabitants. A spirit cannot scheme if it cannot exist.

Source Spell

Affect Spirits

Source Spell Types

Necromantic Spells

Afflict Animal

41 points or 56 points

Animal Command & Repelling

Keywords

Debuff, Malediction, No-Signature, Persistent, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent (basic) or Truly Permanent (improved).

Description

This manipulation of the Lattice renders an animal frail, inflicting the equivalent of the Very Unfit disadvantage. The effect is permanent at base cost, or truly permanent with an improved casting. The animal resists with its HT.

Statistics

Affliction 1 (HT; Accessibility, Only on animals, -25%; Disadvantage, Very Unfit, +15%; Extended Duration, Permanent, +150%; Malediction 2, +150%; Negated Advantage, Very Fit, +15%; No Signature, +20%; Sorcery, ‑15%) [41]. The improved version replaces Extended Duration, Permanent, +150% with Extended Duration, Truly Permanent, +300% [+15].

Archmagister's Counsel

A clever lord could ruin an enemy's warhorse or hunting beasts without ever being seen. The beast simply becomes 'unfit' over time. No signs of magic, just bad luck.

Source Spell

Afflict Animal

Source Spell Types

Animal Spells

Age

116 points.

Death Curses & Withering

Keywords

Control, Debuff, Defense, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This manipulation of The Lattice instantly ages a living subject by one year. The effect is instantaneous and permanent. Only a single attempt can be made on any given subject per month, which, frankly, should be obvious enough that it doesn't need to be said.

Statistics

Affliction 1 (Will; Accessibility, Only on living creatures, -10%; Advantage, Age, +930%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [116]. Note: “Age” is Unaging (Age Control, Only Forwards, +10%; Magical, -10%; Reduced Time 26, +520%) [93].

Archmagister's Counsel

Aging an enemy one year at a pop might seem slow, but when combined with those delightful poisons that thrive on the aged, it becomes quite efficient. A proper lord knows the value of patience, yes?

Source Spell

Age

Source Spell Types

Necromantic Spells

Agonize

35 points.

Sorcerous Services & Rites

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute. Agony incapacitates the subject for 1 minute (see Incapacitating Conditions, p. B428). After that the subject is stunned (p. B420) and may roll vs. HT once per second to recover.

Description

This spell, which the common folk simply call "Agony," inflicts an incapacitating and pervasive pain upon the target for 1 minute. Following this initial incapacitation, the target is stunned and may attempt a HT roll each second to recover. A rather direct application of the Lattice's cruelties.

Statistics

Affliction 1 (HT; Agony, +100%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [35].

Archmagister's Counsel

Why bother with protracted battles when you can simply incapacitate your enemy's champions outright? This is a king-maker, pure and simple, neutralizing any threat before it can draw a blade.

Source Spell

Agonize

Source Spell Types

Individual Spell

Aid

1 point.

Sorcerous Services & Rites

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This 'Aid' spell leverages The Lattice to provide the caster with instant access to bandages, splints, and other first aid supplies, eliminating penalties for lacking equipment during emergency medical care. It's an Accessory that costs 1 point.

Statistics

Accessory (TK Bandages; Sorcery, -15%) [1].

Archmagister's Counsel

Ensure your battlefield commanders and scouts can always patch themselves up. It's not about the Guild's scrolls or a noble's blood, but about who can stay in the fight.

Source Spell

Aid

Source Spell Types

Least Spells

Aide

2 points/level.

Sorcerous Services & Rites

Keywords

Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent utility manipulates the Lattice to seamlessly integrate the caster's influence into ceremonial Healing. Each level of Aide adds to the caster's effective skill for assisting such rites, making their contribution more potent without altering their individual Healing aptitude. It is an investment in collaborative power, not solo glory.

Statistics

Sorcery Talent (Accessibility, Only for combining powers, -35%; Limited Colleges, One College, -40%; Sorcery, -15%) [2/level]. For the magic-as-skills system replace it with Magery (Accessibility, Only to assist ceremonial casting, -50%; Limited Colleges, One College, -40%; Sorcery, -15%) [2/level].

Archmagister's Counsel

Have your court sorcerers invest in this. A coordinated healing ritual, even with a few 'assistants' bolstering its power, can salvage a battlefield no single prodigy ever could. The method matters less than the result.

Source Spell

Aide

Source Spell Types

Least Spells

Air Vision

17 points for level 1 + 5 points/additional level.

Senses & Perception, Winds, Vapors, and Sky Passage

Keywords

Buff, Information, Leveled, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This spell allows the subject to perceive through atmospheric obscurants like smoke, fog, and dust. For three minutes, visibility is granted to a depth of six inches per spell level, stacking with other visual enhancements. The initial cost is 17 points for level 1, increasing by 5 points for each additional level.

Statistics

Affliction 1 (HT; Advantage, Air Vision 1, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional levels add further Air Vision to the Advantage enhancement [+5]. Note: Each level of “Air Vision” is Penetrating Vision 1 (Magical, -10%; Specific, Air, -40%) [5].

Archmagister's Counsel

Understanding what your enemy actually sees – or rather, what they cannot hide – is the first step to ensuring they never see your forces coming, fog or no fog. What the Guild calls 'Air Vision,' I call scouting advantage.

Source Spell

Air Vision

Source Spell Types

Air Spells

Air Vortex

134 points for level 1 + 5 points/additional level.

Forced Movement & Restraint, Winds, Vapors, and Sky Passage

Keywords

Area, Control, Damage, Debuff, Defense, Leveled, Malediction, No-Signature, Resisted-HT-or-DX, Travel

Casting Roll

Will. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

9 seconds. Whisks all persons within the original area of effect to somewhere else inside a giant swirling Air Vortex. The caster may exclude anyone in the area that he specifies during casting. Those whisked away by the Vortex are rendered temporarily vaporous, as per the Body of Air spell (see the footnote below for details). Clothing and gear weighing no more than the subject’s BL change with him. A subject cannot shift back on his own; he must wait for the spell to expire or be dispelled. (This does not change if the sorcerer is the subject.) A vaporous subject cannot do any physical actions at all, he can only be moved with the vortex. He still can Dodge, if attacked. When the spell ends, the subjects are stunned until they can make a HT roll (roll once per second). The caster can concentrate to move the Vortex with all the subjects at Move 8. The Vortex may not penetrate solid objects.

Description

This manipulation of the Lattice creates a swirling vortex that seizes all within a 2-yard radius, rendering them vaporous, as per the Body of Air spell, and carrying them about at Move 8 for 9 seconds. The caster may exclude anyone from the effect. Victims resist with the better of HT or DX. Those rendered vaporous cannot take physical actions, though they can still Dodge, and are moved with the vortex. They remain in this state until the duration expires or the spell is dispelled, at which point they are stunned until they succeed on a HT roll (one roll per second). The caster can concentrate to move the vortex at Move 8, but it cannot penetrate solid objects. Cost is 134 points for level 1, +5 points for each additional level of Area Effect.

Statistics

Affliction 1 (HT; Advantage, Body of Air, +480%; Area Effect, 2 yards, +50%; Cosmic, Mobile allows moving subjects, +100%; Fixed Duration, +0%; Malediction 2, +150%; Mobile 8, +320%; No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Paralysis, Variant, +150%; Reduced Duration, 1/20, -25%; Selective Area, +20%; Sorcery, -15%) [134]. Additional levels add more Area Effect (+50%) [+5]. Note: “Body of Air” is Alternate Form (Body of Air*; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [48]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll. * A meta-trait from p. 262 of GURPS Basic Set: ST 0 [-100]; +10 HP [20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0]; No Manipulators [-50]; Vulnerability (Vacuum and wind-based attacks x2) [-20]; and Taboo Trait (Fixed ST) [0]. 36 points.

Archmagister's Counsel

This spell is an efficient method of battlefield control: pluck a few troublesome enemies from the fight, render them harmless, and reposition them for later, more convenient disposal. The Guild would call it 'crude,' but dead is dead, regardless of the method.

Source Spell

Air Vortex

Source Spell Types

Air Spells

Airtight

25 points.

Winds, Vapors, and Sky Passage, Food

Keywords

Buff, No-Signature, Persistent, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 week. Causes a reasonably well sealed container (such as a bottle, box or jar) to become airtight. This slows the decay of some materials and prevents dust and other airborne pollutants from getting into the container. This spell can't be used to pasteurize perishable materials unless the container and the material are rendered sterile (either by heating or by magic) after this spell has been cast.

Description

This manipulation of the Lattice creates an airtight seal within a reasonably sound container (bottle, box, jar) for one week. It effectively preserves contents by preventing the ingress of dust and airborne pollutants, slowing decay, but does not sterilize the contents.

Statistics

Affliction 1 (HT; Accessibility, Only on sealed containers, -70%; Advantage, Airtight, +60%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Increased 1/2D, x10, +15%; No Signature, +20%; Sorcery, 15%) [25]. Note: “Airtight” is Sealed (Accessibility, Only gases, -50%; Magical, -10%) [6].

Archmagister's Counsel

A fine way to preserve critical documents or alchemical reagents from atmospheric decay. It also keeps your wine fresh, which, for some lords, is a matter of national security.

Source Spell

Airtight

Source Spell Types

Air Spells

Akashic Form

53 points.

Thoughts & Memory, Memory, Thought, and Will, Alteration, Growth, and Other Transmutations

Keywords

Buff, Control, Information, No-Signature

Casting Roll

None. Special casting time.

Range

Self.

Duration

One day.

Description

This Lattice-work creates a perfect, unalterable record of your physical form within the Akashic Record. It takes an hour of uninterrupted concentration to cast, lasting one full day. It effectively grants 1 level of Extra Life, but cosmically secured against external interference.

Statistics

Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Akashic Form, +430%; Costs Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 1 hour, -75%; No Signature, +20%; Sorcery, -15%) [53]. Note: “Akashic Form” is Extra Life 1 (Copy, -20%; Cosmic, Cannot be found and tampered with, +100%; Magical, -10%) [43].

Archmagister's Counsel

An Arch-Magister might find this 'Akashic Form' invaluable for preserving themselves during sensitive diplomatic missions or dangerous expeditions. After all, a ruler cannot rule if they are not alive, and a spare body in the Akashic Record is far more secure than a spare body in the royal crypt.

Source Spell

Akashic Form

Source Spell Types

Psychic Spells as Normal Spells

Alarm

1 point.

Sorcerous Services & Rites

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Alerts the caster at a specified time in the future, awakening him if necessary. It will also remind him of one thing (in effect, delivering a message), provided he specified that thing at the time the Alarm spell was cast. Can be set to “go off” up to a week from time of casting. Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.

Description

This simple Lattice manipulation sets a future trigger, alerting the caster at a specific time and delivering a single, pre-programmed message. It can be set for up to a week and will even wake the caster, if need be. The spell costs 1 FP per hour to maintain, a negligible drain for such utility.

Statistics

Accessory (Alarm Clock; Sorcery, -15%) [1].

Archmagister's Counsel

Ensure your royal scions know this one. A forgotten appointment is an insult, and an insult to a king is… disadvantageous. This ensures even the most 'gifted' never miss a crucial meeting.

Source Spell

Alarm

Source Spell Types

Individual Spell

Alcohol Tolerance

25 points.

Poison

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This manipulation of the Lattice grants the subject extraordinary metabolic efficiency against alcohol for one day. They may drink without fear of significant intoxication, effectively gaining the Alcohol Tolerance advantage.

Statistics

Affliction 1 (HT; Advantage, Alcohol Tolerance, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Note: “Alcohol Tolerance” is Alcohol Tolerance (Magical, -10%) [1].

Archmagister's Counsel

Have your diplomats arrive at negotiations with this 'charm' on them. Let their rivals drink themselves into foolish concessions while your agents remain clear-headed. The Lattice, after all, doesn't care about fair play.

Source Spell

Alcohol Tolerance

Source Spell Types

Poison Spells

Alertness

20 points for level 1 + 4.5* points/additional level.

Battle Blessings & Readiness

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This deft manipulation of the Lattice boosts the target's Perception by +1 per level for 30 minutes, allowing them to notice what others miss. It's only effective on those with at least an IQ of 6, as the thick-headed rarely benefit from heightened senses they wouldn't use anyway.

Statistics

Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Alertness 1, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Notes: Additional levels add further Alertness to the Advantage enhancement (+50%) [+4.5*]. Each level of “Alertness” is Per 1 (Magical, -10%) [4.5]. * Calculate the total cost, then round up.

Archmagister's Counsel

Alertness is excellent for your scouts, Lord. A simple enhancement can be the difference between a successful ambush and a costly rout. It is a subtle gift – there won't be any flashy lights or arcane mumbling to give away its use.

Source Spell

Alertness

Source Spell Types

Individual Spell

Alloy Metal

6 points/level.

Arcane Utilities & Implements, Crafting, Repair, and Reshaping, Metal & Glass

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This manipulation of the Lattice refines base metals into alloys, provided the proper constituent metals are present in the correct proportions. The effect can be temporary, lasting 10 seconds, or made permanent by committing sufficient energy to the working, at a cost of 6 points per level.

Statistics

Create (Accessibility, Only simple metal to alloy, -10%; Transmute Metal to Metal, +50%; Transmutation Only, -100%; Magical, -10%) [6/level].

Archmagister's Counsel

Why bother with weeks of smithing when you can have a hardened weapon or a reinforced gate in an instant? This spell saves time and metal, two things worth far more than a Wizard's grumbling about 'proper' technique.

Source Spell

Alloy Metal

Source Spell Types

Metal Spells

Alter Behavior

15 points.

Commands & Compulsion, Animal Command & Repelling

Keywords

Control, Debuff, Defense, Resisted-IQ

Casting Roll

IQ. Use IQ (again) or Brainwashing to add the disadvantages.

Range

Unlimited.

Duration

Three days.

Description

This manipulation of the Lattice allows the user to temporarily alter an animal’s behavior by adding or removing any mundane mental disadvantage. The cost is 15 points, the duration is three days, and the range is unlimited. The casting roll uses IQ, with a further IQ or Brainwashing roll to apply the desired disadvantages.

Statistics

Mind Control (Accessibility, Only on animals, -25%; Based on IQ, +20%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery, -15%) [15].

Archmagister's Counsel

You cannot simply tell a beast to 'be loyal,' but you can remove its 'Bloodlust' or other undesirable traits. This is useful for pacifying unruly war-mounts, or for making a pest less bothersome. Do not confuse this with true animal control; it simply makes them more amenable to training, or less of a threat.

Source Spell

Alter Behavior

Source Spell Types

Animal Spells

Alter Body

64 points or more; see text.

Alteration, Growth, and Other Transmutations, Vital Functions & Augmentation

Keywords

Buff, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice allows the caster to reshape a living, fleshy subject as if using the Morph advantage. It costs a minimum of 64 energy points and lasts for 30 minutes. This spell bypasses conventional magical detection, leaving no signature. Aimed via Innate Attack (Gaze), it has a range of 100 yards. Note that it will not affect non-corporeal or non-living entities.

Statistics

Affliction 1 (HT; Accessibility, Only on living beings made of flesh, -20%; Advantage, Alter Body, +500%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [64]. Note: “Alter Body” is Morph (Accessibility, Only physical features, -20%; Retains Shape, -20%; Magical, -10%) [50]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so.

Archmagister's Counsel

You cannot win a war if your spies cannot blend in. Alter Body lets a master illusionist become anyone, providing unparalleled access to enemy courts. Send a servant or even a trusted advisor in the form of a minor functionary, and they will gather intelligence unseen. The Guild's mages would call for weeks of preparation; a Sorcerer simply plucks the threads and makes it so.

Source Spell

Alter Body

Source Spell Types

Individual Spell

Alter Dreamscape

24 points.

Dreams, Sleep, and Delusion, Dream

Keywords

Control, Damage, Debuff, Melee, Resisted-Will, Touch, Travel

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This working allows you to reshape a target's dream in any manner you choose. You must either be within their dreamscape, having used a spell like Dream Visit or Dream Travel, or establish direct skin-to-skin contact with the sleeping individual. The effect is instantaneous.

Statistics

Illusion (Accessibility, Only on sleeping subjects, -20%; Contact Agent, -30%; Melee Attack, Reach C, -30%; Mental, +100%; Requires IQ Roll, -10%; Sorcery, 15%) [24].

Archmagister's Counsel

Why bother with intricate illusions when you can simply rewrite the target's reality in their sleep? A well-placed nightmare or an inspiring vision can turn the tide of any court intrigue or battle before the sun even rises for your Lord.

Source Spell

Alter Dreamscape

Source Spell Types

Dream Spells

Alter Gender

35 points or 51 points.

Glamour, Color, and Prism

Keywords

Debuff, Defense, Information, Malediction, No-Signature, Persistent, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

30 minutes or Permanent (see text).

Description

This spell, for 35 or 51 points, allows the caster to instantly alter a subject's physical gender over 10 seconds. The initial version lasts 30 minutes, while an improved iteration can make the change permanent, becoming immune to standard magical dispelling. The target may resist with a HT roll; if permanent, this transformation adds the 'Hermaphromorph' (Magical, -10%) advantage for the target.

Statistics

Affliction 1 (HT; Advantage, Alter Gender, +50%; Extended Duration, 10x, +40%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [35]. Notes: “Alter Gender” is Hermaphromorph (Magical, -10%) [5]. The improved version adds Cosmic, Immune to Dispel Magic, +50%, adds Variable, +5%, and replaces Extended Duration, 10x, +40% with Extended Duration, Permanent, +150% [+16].

Archmagister's Counsel

While the Guild may squabble over the 'ethics' of altering physical forms, a King would be wise to recognize the strategic implications of subtly transforming an enemy commander or a rival noble in the middle of a delicate negotiation. Such things can sow confusion and destabilize the opposition more thoroughly than any direct confrontation.

Source Spell

Alter Gender

Source Spell Types

Yellow Spells

Alter Nanovirus

89 points or more.

Concealments & Counter-Senses

Keywords

Buff, Defense, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent.

Description

This manipulation of The Lattice permanently alters a specific nanovirus. The target nanovirus must be either dormant and contained, or, if within a host, not yet finished transforming its subject. There's no casting roll to bother with; aim it using Innate Attack (Gaze) out to 100 yards. This is no mere trick; it’s a permanent change to the nanovirus itself, a persistent and undeniable alteration.

Statistics

Affliction 1 (HT; Accessibility, Only on nanoviruses, -80%; Advantage, Alter Nanovirus, +700%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [89]. Note: “Alter Nanovirus” is Morph (Accessibility, Only nanoviruses, -100%; Reduced Time 4, +80%; Magical, -10%) [70].

Archmagister's Counsel

Understanding this nuance is vital: those who deploy nanoviruses are playing a dangerous game. Ensure your Royal Guard recognizes this Sorcery, for it offers a swift and utterly silent counter to a potent, hidden threat. An enemy’s biological weapon turned harmless before it can even begin its work is a powerful deterrent.

Source Spell

Alter Nanovirus

Source Spell Types

Individual Spell

Alter Poison

41 points.

Poison

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This spell allows the caster to transmute poison within a container into a different active type: blood agent, contact agent, or respiratory agent. It retains its potency and duration while undergoing this change, which can last for up to three minutes and affects poisons out to 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on poisons, -50%; Advantage, Alter Poison, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [41]. Notes: “Alter Poison” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Altering a poison’s type seems roughly equivalent to a transformative imbuement that requires Imbue 3.

Archmagister's Counsel

A clever advisor can use this to adapt a captured poison to nullify an enemy’s specific resistances, ensuring a swift and decisive end without the fuss of procuring new toxins.

Source Spell

Alter Poison

Source Spell Types

Poison Spells

Alter Self

18 points.

Alteration, Growth, and Other Transmutations

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice allows the caster to assume a distinct, second form, provided its racial template cost does not exceed their native form. This provides Alternate Form, costing 18 points, with no alteration to the individual's abilities or racial template, and is cast indefinitely.

Statistics

Alternate Form (Cosmetic, -50%; Reduced Time 4, +80%; Sorcery, -15%) [18].

Archmagister's Counsel

This spell is invaluable for infiltration and espionage; a discreet disguise can often achieve more than a direct assault. Just ensure your 'second form' isn't easily recognized as a known enemy, lest your deception be for naught.

Source Spell

Alter Self

Source Spell Types

Individual Spell

Alter Terrain

90 points for level 1 + 75 points/additional level.

Stone, Soil, and Sand

Keywords

Area, Control, Persistent

Casting Roll

IQ. Special casting time.

Range

100 yards.

Duration

One day. Can be used to completely transform vast amounts of terrain. If cast over a large enough area, this spell can turn a city into a lake or sea, or an offshore island into a mountain range. The profile of the ground (including sea, lake, or river beds) within the affected area can be raised, lowered, or reshaped as the caster chooses (1 yard per second), or changed in texture to anything between soft earth and sand to hard granite. The GM should require Architecture, Artist, or Engineer rolls if the caster tries to alter the area into something specific. The caster can only shape terrain in a natural way. He cannot make shapes, for example, that defy gravity, or other unstable elements, even if he keeps concentrating on the spell. This spell can affect an area up to spell level yards in radius.

Description

This spell reshapes terrain within a radius equal to its effective power level, up to 100 yards distance per level. Over a day, it can raise, lower, or retexture the ground at a rate of 1 yard per second. This power can transform a city into a lake or an island into a mountain range, but it cannot create structures that defy natural physics and geology. Achieving specific results often requires relevant skills such as Architecture or Engineer. The cost is 90 points for the first level, and 75 points for each additional level of effect.

Statistics

Control Terrain (Accessibility, Cannot make unstable shapes, -15%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 10,000x, +160%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [90]. Additional levels add Control Terrain (Accessibility, Cannot make unstable shapes, -15%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 10,000x, +160%; Only increases area of effect, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [75/level].

Archmagister's Counsel

Why bother with sieges and engineers when you can simply turn the enemy's fortress into a lake? This is how you win wars, not by following the Guild's archaic rules. The Lattice offers many ways to achieve this; only fools argue over nomenclature.

Source Spell

Alter Terrain

Source Spell Types

Earth Spells

Alter Visage

38 points.

Shapeshifting & Polymorph

Keywords

Buff, No-Signature

Casting Roll

None or Disguise. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five hours.

Description

This Lattice-work allows the subject's facial features to be reshaped to mimic another individual of the same or a closely related race. No change to clothing or makeup, just the face. If duplicating a specific person, a Disguise roll is required. Its effects, once manifest, persist for five hours.

Statistics

Affliction 1 (HT; Advantage, Alter Visage, +180%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [38]. Note: “Alter Visage” is Elastic Skin (Magical, -10%) [18].

Archmagister's Counsel

Understand that a single face can sway a crowd or open a gate. Use this to sow confusion, infiltrate, or simply, to make your spies more convincing. The Guild calls it 'glamour'; I call it a means to an end, regardless of whether it's Sorcery or their fussy 'Illusion' spells.

Source Spell

Alter Visage

Source Spell Types

Transformation Spells

Ambidexterity

17 points.

Concealments & Counter-Senses

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

An affliction of the Lattice that grants the subject Ambidexterity for three minutes. This costs 17 points and requires no casting roll, only a successful Innate Attack (Gaze) aimed at the target within 100 yards.

Statistics

Affliction 1 (HT; Advantage, Ambidexterity, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Note: “Ambidexterity” is Ambidexterity (Magical, -10%) [5].

Archmagister's Counsel

You cannot win a duel if your guard is down. This trifling bit of Lattice-work ensures your valued assets can use both hands without fumbling, a simple advantage that often means the difference between a clumsy defeat and a clean victory.

Source Spell

Ambidexterity

Source Spell Types

Individual Spell

Amphibian Control

23 points.

Animal Command & Repelling

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

Through a simple tug upon the Lattice, you gain absolute control over a single amphibian or a one-yard swarm of smaller amphibians. The creature, or creatures, become utterly subservient, gaining the Reprogrammable disadvantage under your command.

Statistics

Mind Control (Accessibility, Amphibians only, -40%; Sorcery, -15%) [23].

Archmagister's Counsel

This trivial manipulation of the Lattice offers a discreet way to dispose of evidence or, more entertainingly, to introduce an unexpected, slimy variable into an opponent's 'secure' chambers.

Source Spell

Amphibian Control

Source Spell Types

Even More Unmerged Animal Spells

Analgesic

12 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

One minute.

Description

This trick of the Lattice, with a cost of 12 points, makes the subject resistant to persistent pain for one minute, ignoring -1 in penalties. Note that the shock of combat is a different thread entirely.

Statistics

Affliction 1 (HT; Advantage, Analgesic, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [12]. Note: “Analgesic” is Analgesic (Magical, -10%) [1].

Archmagister's Counsel

Your healers will want to know this one; a soldier ignoring pain is a soldier who stays on the line longer, regardless of whether it's Wizardry or Sorcery. Just don't expect it to stop a decapitation.

Source Spell

Analgesic

Source Spell Types

Least Spells

Analyze Heredity

13 points.

Readings & Analysis

Keywords

Damage, Information, Melee, Touch

Casting Roll

Per. Use IQ for analysis.

Range

Touch.

Duration

Instantaneous.

Description

Through a simple touch, this manipulation of The Lattice instantaneously reveals the hereditary composition of any subject. A Perception roll is all it takes to discern the concentrations of genetic material. The Guild calls it detecting DNA; I call it prying into someone's lineage.

Statistics

Detect (DNA; Analyzing, +100%; Melee Attack, Reach C, -30%; Nondirectional, -25%; Sorcery, -15%) [13].

Archmagister's Counsel

This trivial act, often dismissed, can confirm noble bloodlines or expose imposters with a touch. Your lords will find it quite useful for vetting potential spouses and allies, without the need for fancy genealogists.

Source Spell

Analyze Heredity

Source Spell Types

Individual Spell

Analyze Magic

12 points.

Readings & Analysis

Keywords

Information

Casting Roll

None.

Range

Unlimited.

Duration

Instantaneous. Identifies the spells cast on the subject; enchanted items do count. The caster must be able to see or touch the subject. If the sorcerer is familiar with the spells in question, this will reveal them. Otherwise, the GM will provide a clue, for example, “some kind of a protection spell”.

Description

Upon touching or observing a subject, this insight instantaneously reveals any magical effects active upon them, including enchantments on items they possess. If these are spells you know, you'll recognize them; otherwise, The Lattice offers a clear indication of their nature.

Statistics

Detect (Magic; Analysis, +100%; Analysis Only, -50%; Sorcery, -15%; Touch- or Vision-Based, -15%) [12].

Archmagister's Counsel

Understanding what another has wrought upon The Lattice is basic self-preservation. Use this to quickly assess threats, or to pick apart their work for your own benefit, not out of academic curiosity.

Source Spell

Analyze Magic

Source Spell Types

Knowledge Spells

Analyze Poison

12 points.

Readings & Analysis, Poison

Keywords

Information

Casting Roll

None.

Range

Unlimited.

Duration

Instantaneous. Identifies poisons affecting the subject, poisons innate to the subject, or poisons in a container. The caster must be able to see or touch the subject. The caster learns its origin (plant poison, fungal poison, animal poison, alchemical poison, etc.), type (contact agent, blood agent, respiratory agent, etc.), and its effects (amount of damage, number of cycles, symptoms, etc.).

Description

This spell allows one to identify any poison afflicting a subject, innate to them, or contained within an object. The caster must merely see or touch the target to discern the poison's origin, type, effects, damage, cycle duration, and symptoms. It’s an instant revelation of deadly information.

Statistics

Detect (Poison; Analysis, +100%; Analysis Only, -50%; Sorcery, -15%; Touch- or Vision-Based, -15%) [12].

Archmagister's Counsel

Understanding what toxins are at play is paramount. Is it a rival King's slow-acting brew, or a common kitchen mishap? Information is power, and this spell delivers it without fuss.

Source Spell

Analyze Poison

Source Spell Types

Poison Spells

Analyze Psi

12 points.

Readings & Analysis

Keywords

Information

Casting Roll

None.

Range

Unlimited.

Duration

Instantaneous. Identifies ongoing psionic abilities on the subject; psionic items do count. The caster must be able to see or touch the subject. If the sorcerer is familiar with the abilities in question, this will reveal them. Otherwise, the GM will provide a clue, for example, “some kind of a telepathic ability”.

Description

This unravels the threads of the Lattice around a subject, identifying any active psionic abilities they possess, or those imbued in their items. You must see or touch the subject. If you know the psionic ability, it's laid bare. If not, the Lattice reveals a powerful hint, such as 'telepathic ability.' The cost for this insight is 12 points, and the effect is instantaneous.

Statistics

Detect (Psionics; Analysis, +100%; Analysis Only, -50%; Sorcery, -15%; Touch- or Vision-Based, -15%) [12].

Archmagister's Counsel

Never trust a psychic who can't be analyzed. Use this to determine if your intelligence assets are truly unGifted, or if your enemies are simply better at hiding their parlor tricks.

Source Spell

Analyze Psi

Source Spell Types

Individual Spell

Analyze Raw Magic

6 points.

Mana, Ley, and Power, Readings & Analysis

Keywords

Information, Summoning

Casting Roll

None.

Range

Unlimited.

Duration

Instantaneous. Identifies the quantity and nature of raw magic (GURPS Thaumatology, pp. 227-229) – including its flavor. The caster must be able to see or touch the source of raw magic.

Description

An instantaneous analysis revealing the exact quantity, nature, and 'flavor' of any raw magical energy the caster can perceive or touch. Cost to weave this insight is 6 points.

Statistics

Detect (Raw Magic; Analysis, +100%; Analysis Only, -50%; Sorcery, -15%; Touch- or Vision-Based, -15%) [6]. Note: This spell originally appeared in GURPS Thaumatology.

Archmagister's Counsel

This isn't just for finding mana; it's for understanding *why* that goblin shamble-cursed the crops. Knowing what kind of magical thread someone plucked gives you the pattern to unweave it, or to better weave your own.

Source Spell

Analyze Raw Magic

Source Spell Types

Raw Magic Spells

Ancient History

16 points.

Divination & Omens, Time

Keywords

Information, Touch, Travel

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This spell allows one to gain a general impression of an inanimate object's history, up to 1,000 years into the past. It requires touch and a 1-second concentration, followed by an IQ roll. A successful roll grants a broad sense of the item's past; failure yields nothing.

Statistics

Psychometry (Accessibility, Limited to 1,000 years of the past, -5%; Accessibility, Only a general impression, -10%; Active Only, -20%; Sensitive, +30%; Sorcery, -15%) [16].

Archmagister's Counsel

Understanding the provenance of a recovered artifact, or the history of a newly acquired estate, is paramount; this bit of Sorcerous Lattice-plucking provides precisely that strategic advantage without the messy 'Guild' bureaucracy.

Source Spell

Ancient History

Source Spell Types

Spells of the Past

Androgyny

17 points.

Glamour, Color, and Prism

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This spell, priced at 17 points, alters the physical appearance of the subject to become more androgynous. A male subject appears less masculine, while a female subject appears more masculine. The subject’s true gender remains unchanged. Casting requires an Innate Attack (Gaze) roll, effective at a range of 100 yards, and the effect persists for 30 minutes.

Statistics

Affliction 1 (HT; Advantage, Androgyny, +10%; Extended Duration, 10x, +40%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Note: “Androgyny” is Androgynous (Magical, -10%) [1].

Archmagister's Counsel

Foolish nobles use this for masquerades, but I've seen it used to infiltrate highly gender-segregated establishments. A simple change in appearance opens many doors, sometimes literally.

Source Spell

Androgyny

Source Spell Types

Yellow Spells

Animal Ageing

18 points.

Internal Ruin, Fatigue, and Decline

Keywords

Damage, Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This insidious manipulation of the Lattice accelerates an animal's aging by one year per successful application. While limited to beasts, its true power lies in its silent, cumulative effect. This is an Ageing Attack 1 (Accessibility, Only on animals, -25%; Based on HT, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) for a total of 18 points. It is resisted by HT.

Statistics

Ageing Attack 1 (Accessibility, Only on animals, -25%; Based on HT, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [18].

Archmagister's Counsel

Focus not on the initial cost, but on the potential for long-term ruin. A prized warhorse, aged year after year, becomes a broken nag by the time a critical battle arises. This isn't brute force; it's slow, undeniable sabotage.

Source Spell

Animal Ageing

Source Spell Types

Animal Spells

Animal Attraction

110 points for level 1 + 25 points/additional level.

Animal Command & Repelling, Communication & Empathy

Keywords

Area, Control, Debuff, Defense, Leveled, Persistent, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

1 hour.

Description

This working projects an area of potent animal attractants or enragers. Area of effect is 2 yards for level 1, increasing with additional levels. Animals susceptible to pheromones entering this area must make a Will roll or be influenced, exhibiting either aroused or enraged behaviors for 1 hour. It is a persistent effect and resists with Will.

Statistics

Mind Control (Accessibility, Only on animals, -25%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Independent, +70%; Persistent, +40%; Smell-Based, -20%; Sorcery, -15%; Suggestion, -40%) [110]. Additional levels add Area Effect (+50%) [+25].

Archmagister's Counsel

Understanding this Lattice manipulation is crucial for the stability of your lands; a well-placed peasant can use it to control a wild beast, or a rival can turn your prized warhorses into a stampede. The principles of the Lattice are just as applicable to beasts as they are to men, and just as dangerous.

Source Spell

Animal Attraction

Source Spell Types

Animal Spells

Animal Emotion

35 points.

Emotion & Morale, Animal Command & Repelling, Communication & Empathy

Keywords

Control, Debuff, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

One minute. Instills an animal with any one emotion the caster chooses. Allowed emotions include anger, boredom, depression, disgust, fear, greed, hate, jealousy, joy, love, lust, patriotism, peace, sadness, and unrest.

Description

This manipulation of the Lattice imprints a singular, chosen emotion directly onto an animal's mind for one minute. The possible emotions are broad: anger, boredom, depression, disgust, fear, greed, hate, jealousy, joy, love, lust, patriotism, peace, sadness, or unrest.

Statistics

Mind Control (Accessibility, Only on animals, -25%; Emotion Control, -50%; Fixed Duration, +0%; Independent, +70%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [35].

Archmagister's Counsel

Why bother with taming beasts when you can simply compel their loyalty, or their frenzy, or their absolute fear? This spell can turn a pack of wild dogs into a loyal guard or a stampede into a panicked retreat. The method of plucking the Lattice doesn't matter, only the outcome.

Source Spell

Animal Emotion

Source Spell Types

Animal Spells

Animal Growth

19 points for level 1 + 9 points/level + ST to support the new size.

Animal Command & Repelling

Keywords

Damage, Debuff, Defense, Malediction, No-Signature, Resisted-HT

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice, when successfully aimed (using Innate Attack (Gaze)) and unresisted by the target animal (HT roll), causes it to grow. The base effect (Affliction 1) costs 19 points and confers a level of 'Animal Growth,' effectively increasing the creature's size and ST. Additional levels, each costing 9 points, can be added to further enhance this growth, but remember, the beast's ST must be sufficient to support its new bulk. This effect persists for 3 minutes and operates silently, without a tell-tale magical signature, over a range of 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Animals Only, -25%; Advantage, Animal Growth, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Notes: “Animal Growth” is Growth (Magical, -10%; Maximum Size Only, +0%) [9]. Additional levels add further Animal Growth to the Advantage enhancement [+9].

Archmagister's Counsel

Why bother with mundane breeding programs when a clever sorcerer can give you war beasts the size of dragons overnight? Just ensure the beast's constitution can handle the sudden strain; a collapsing siege beast is as useless as a dead one.

Source Spell

Animal Growth

Source Spell Types

Animal Spells

Animal Messenger

42 points.

Animal Command & Repelling, Communication & Empathy

Keywords

Control, Debuff, Malediction, No-Signature, Persistent, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent (until fulfilled). Give an animal a command to carry an item that the caster gives it during the casting to a specific person named by the caster. The animal then tries to reach that person as fast as possible, using its own senses – it does not gain insight on the destination. Since many animals track their prey by scent, a sample of the target is recommended. Once the animal delivers the item, the compulsion ends.

Description

This spell compels an animal to deliver an item to a specific person, maintaining its inherent speed and senses. The compulsion is permanent until delivery, and it does not grant the animal any unnatural navigational acumen. A scent sample of the recipient is highly recommended for success, though the Guild will prattle on about 'ethics' instead of utility.

Statistics

Affliction 1 (Will; Accessibility, Animals Only, -25%; Based on Will, +20%; Disadvantage, Obsession (No self-control roll; Deliver the item), +13%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [42].

Archmagister's Counsel

This is a prime example of why 'bloodline' is irrelevant; a clever sorcerer using a pigeon can outmaneuver any Guild master who is too busy deciphering dusty scrolls. Use this to send messages past blockades or through enemy territory, ensuring critical intelligence or poison reaches the target — or your allies — discreetly.

Source Spell

Animal Messenger

Source Spell Types

Animal Spells

Animal Sleep

40 points.

Animal Command & Repelling, Dream

Keywords

Control, Debuff, Defense, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This manipulation of the Lattice causes a targeted animal to instantly fall into a deep slumber for 3 minutes, provided it fails its Will resistance. After this duration, it can be roused, though a pre-existing state of fatigue might prolong its rest.

Statistics

Affliction 1 (Will; Accessibility, Only on animals, -25%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sleep, +150%; Sorcery, ‑15%) [40].

Archmagister's Counsel

Why bother with nets or arrows when a simple pluck of the Lattice can render a charging beast utterly inert? It's efficient pest control for your Lord's farmlands or hunting grounds.

Source Spell

Animal Sleep

Source Spell Types

Animal Spells

Animal Spirit

34 points.

Sorcerous Services & Rites, Animal Command & Repelling, Spirits, Wards, and the Dead

Keywords

Buff, Information, No-Signature, Utility

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

100 yards.

Duration

1 hour or until awoken. After the awakening, the spell’s bonuses last for 3 minutes.

Description

This Sorcerous working temporarily imbues a target with 'soul-energy' from the animal kingdom. While dormant, it adds no benefit. The recipient may awaken these instincts with a Concentrate maneuver and a successful Will roll (or if the duration expires after 1 hour). The awakened spirit grants Perception +1 (Magical) and Night Vision 5 (Magical) for 3 minutes. The sorcerer delivers the enchantment via an Innate Attack (Gaze) up to 100 yards away, and there is no magical signature left behind.

Statistics

Affliction 1 (HT; Advantage, Animal Spirit, +100%; Advantage, Animal Spirit Bonus (Accessibility, Costs 1 ER, -10%), +65%; Delay, Triggered, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Sorcery, -15%) [33]. Notes: “Animal Spirit” is Per+1 (Magical, -10%) [5] + Night Vision 5 (Magical, -10%) [5]. “Animal Spirit Bonus” is Per+1 (Magical, -10%) [5] + Night Vision 2 (Magical, -10%) [2].

Archmagister's Counsel

This trivial \(34\)-point trick is perfect for scouting, offering enhanced senses and nocturnal vision without leaving a magical trace; a prudent Lord would ensure their scouts are so 'blessed' before nocturnal missions.

Source Spell

Animal Spirit

Source Spell Types

Incarnum Spells

Animate Fungus

21 points.

Wood, Vines, and Plant Forms

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Summon a spirit (IQ 9) to animate an existing living non-intelligent fungus. Its abilities and attributes depend on its body. This is entirely up to the GM. At the end of the casting, you must pay 1 FP and make a Will roll to animate the fungus. If you are victorious, the fungus is animated for margin of success hours.If the animated fungus is destroyed, the summoner must wait a full day to call replacements. Dismissing the animating spirit is a free action, but you may only dismiss him if he is physically present. You can only cast this spell if your character’s point total is at least 2 times bigger than the fungus’.

Description

This spell compels a spirit (IQ 9) to animate an existing, non-intelligent fungus for hours equal to the margin of success on your Will roll. The resultant entity's capabilities are determined by its fungal form, as adjudicated by the GM. Note that once cast, this animation costs 1 FP and a successful Will roll. Should the animated fungus be destroyed, you must endure a full day's wait before attempting replacement. Dismissal is a free action, but only if the fungus is present. This particular Lattice-work requires your point total to be at least double that of the fungus's own value.

Statistics

Ally (Animated Fungus; Built on 50%; Constantly, no roll required; Adjustable, Fungi, +25%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [21]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

Archmagister's Counsel

A useful, if perhaps grotesque, method to gain an extra set of hands for menial tasks or to spring an unexpected guard on an unsuspecting interloper. Your enemies will never suspect the mushrooms.

Source Spell

Animate Fungus

Source Spell Types

Fungus Spells

Animate Machine

53 points.

Technological

Keywords

Control, Debuff, Malediction, Resisted-Will, Summoning

Casting Roll

IQ.

Range

Unlimited.

Duration

3 minutes.

Description

This rather specialized plucking of the Lattice allows you to force your will upon a machine. Focus for one second, then roll a Quick Contest of your IQ against the machine's Will, applying range penalties to the device. If successful, the machine falls under your control for three minutes.

Statistics

Mind Control (Cybernetic Only, -50%; Fixed Duration, +0%; Independent, +70%; Sorcery, -15%) [53].

Archmagister's Counsel

Understanding the mechanics of a machine allows deeper insight into its Lattice-threads. While impressive, remember that a master craftsman will know the natural Will of their creations.

Source Spell

Animate Machine

Source Spell Types

Machine Spells

Animate Object

13 points/level.

Breaking, Shattering, and Ruin

Keywords

Control, Persistent, Travel, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This working gives movement to an inanimate object, a crude puppeteering of the Lattice. The minimum spell level required to animate an object is based on its structure: divide its HP by 4 if it has Injury Tolerance (Unliving), or by 8 if it has Injury Tolerance (Homogenous).

Statistics

Telekinesis 4 (Animation, -20%; Sorcery, -15%) [13]. Every additional level adds 4 more levels of Telekinesis [+13].

Archmagister's Counsel

Why bother with servants when a well-animated statue can guard your treasury or deliver messages? It's efficient, uncomplaining, and doesn't demand a pension.

Source Spell

Animate Object

Source Spell Types

Making & Breaking Spells

Animate Plant

21 points.

Growth, Blessing, and Husbandry

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Summon a spirit (IQ 9) to animate an existing living non-intelligent plant. Its abilities and attributes depend on its body. This is entirely up to the GM. At the end of the casting, you must pay 1 FP and make a Will roll to animate the plant. If you are victorious, the plant is animated for margin of success hours.If the animated plant is destroyed, the summoner must wait a full day to call replacements. Dismissing the animating spirit is a free action, but you may only dismiss him if he is physically present. You can only cast this spell if your character’s point total is at least 2 times bigger than the plant’s.

Description

This 'Lattice-work' binds a spirit (IQ 9) to an inert, non-intelligent plant, granting it animation for a duration (hours equal to your casting Will roll's margin of success). The plant's capabilities are dictated by its form, as the GM sees fit. After casting, pay 1 FP and succeed at a Will roll to complete the animation. Should the animated plant be destroyed, you await a full day for a replacement. Dismissal is a free action, but requires the spirit's physical presence. Note: You must possess at least double the character points of the plant's value to cast this spell. This spell allows free maintenance, offsetting the initial FP cost.

Statistics

Ally (Animated Plant; Built on 50%; Constantly, no roll required; Adjustable, Plants, +25%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [21]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

Archmagister's Counsel

When besieging a fortification with ample foliage, turn their own garden against them. Why send men to scale walls when animated vines can do it for you, or better yet, simply tear them down?

Source Spell

Animate Plant

Source Spell Types

Plant Spells

Animate Shadow

50 points.

Shadows & Obscurity, Undead Animation & Command

Keywords

Damage, Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite.

Description

This particular Lattice-work allows the Sorcerer to touch an individual and animate their shadow. The resultant entity possesses IQ 9, HT 10, DX equal to the caster’s, and ST and Move identical to the subject. This state persists indefinitely, or until the Sorcerer ceases to fuel it.

Statistics

Ally (Animated Shadow; Built on 100%; Constantly, no roll required; Adjustable, Shadows, +25%; Conjured, +100%; Minion, +50%; Sorcery, -15%; Terminal Condition, Subject is out of FP, -10%) [50].

Archmagister's Counsel

A fine way to dispatch an inconvenient advisor, provided the sun is shining. No need for messy blades when a man's own shadow can do the work. The Guild might prefer a meticulously researched Poison, but the result is much the same, with far less fuss from a pesky Royal Chemist.

Source Spell

Animate Shadow

Source Spell Types

Necromantic Spells

Animation

23 points.

Undead Animation & Command, Summoning

Keywords

Summoning, Touch, Utility

Casting Roll

Will.

Range

Touch.

Duration

Hours equal to margin of success on the casting roll.Summon a spirit (IQ 9) to animate an existing statue, painting, or other item.

Description

This manipulation of the Lattice summons a spirit (IQ 9) to animate an inanimate object, which must depict a human or animal. The animation lasts for hours equal to the margin of success on the casting roll. The object's abilities and attributes are constrained by its physical form, much like a regular Ally (Built on 50%; Constantly; Adjustable, humanoid or animal-shaped; Conjured; Magical; Minion; Requires Will Roll). Cost: 23 points.

Statistics

Ally (Animated Object; Built on 50%; Constantly, no roll required; Adjustable, Humanoid or animal-shaped object, +50%; Conjured, +100%; Magical, -10%; Maximum Duration, hours equal to margin of success, -5%; Minion, +50%; Requires Will Roll, -5%) [23]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast.

Archmagister's Counsel

Why bother with the Guild's clumsy golems when a Sorcerer can simply pluck a spirit and make a statue fight? A king could raise an army from his garden ornaments if he had enough practitioners of this 'art'.

Source Spell

Animation

Source Spell Types

Necromantic Spells

Annihilation

64 points.

Breaking, Shattering, and Ruin

Keywords

Damage, Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous.

Description

This is an immediate, irresistible unraveling of a living creature's very being. The target is turned to dust, completely and irrevocably, by this manipulation of the Lattice. It's a Heart Attack Affliction (HT; Malediction 2, +150%; No Signature, +20%; Fragile (Enhanced Unnatural), +100%; Accessibility, Only on living creatures, -10%; Based on IQ, Own Roll, +20%) with a Nuisance Effect (Critical Failure, -30%), costing 64 points. The outcome is absolute: instant dust.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Based on IQ, Own Roll, +20%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack, +300%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Critical Failure, -30%; Sorcery, ‑15%) [64]. Note: Fragile (Enhanced Unnatural) means the subject dies if reduced to 0 HP; therefore, since Heart Attack reduces the target’s HP to 0, the target dies.

Archmagister's Counsel

If you wish to remove a threat with undeniable finality, this is your hammer. No body, no evidence, just a very messy pile of very fine dust. Understand your enemy before you send them to the great beyond.

Source Spell

Annihilation

Source Spell Types

Making & Breaking Spells

Ant Haul

18.7 points for level 1 + 2.7 points/additional level. Full Cost (KYOS): 22.7 points for level 1 + 6.3 points/additional level.

Concealments & Counter-Senses

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This working optimizes the subject’s musculature, granting Lifting ST 1 per spell level for 30 minutes, delivered via an Innate Attack (Gaze) up to 100 yards. It is entirely without magical signature.

Statistics

Affliction 1 (HT; Advantage, Ant Haul 1, +27%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [18.7]. Note: Each level of “Ant Haul” is Lifting ST 1 (Magical, -10%) [2.7]. Additional levels add more Ant Haul (+27%) to the Advantage enhancement [+2.7]. Statistics (KYOS): Affliction 1 (HT; Advantage, Ant Haul 1, +63%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [22.7]. Note: Each level of “Ant Haul” is Lifting ST 1 (Magical, -10%) [6.3]. Additional levels add more Ant Haul (+63%) to the Advantage enhancement [+6.3].

Archmagister's Counsel

Why bother with wagons and beasts for heavy loads when a few words can turn your common soldier into a moving fortress? The Lattice cares not for pack animals, only for results.

Source Spell

Ant Haul

Source Spell Types

Assorted Spells

Anticipate

26 points for level 1 + 15 points/additional level.

Battle Blessings & Readiness

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

One minute.

Description

This manipulation of the Lattice grants the subject improved defenses against complex attacks. The penalty to defend against attacks from the side, Deceptive Attacks, Dual-Weapon Attacks, flails, and Feints is reduced by -1 per level of this spell. This effect lasts for one minute. Casting costs 26 points for level 1, plus 15 points per additional level.

Statistics

Affliction 1 (HT; Advantage, Anticipate 1, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [26]. Additional levels add further Anticipate to the Advantage enhancement [+15]. Note: Each level of “Anticipate” is Defense Bonus 1 (Accessibility, Only to eliminate penalties against attacks from the side, Deceptive Attacks, Dual-Weapon Attacks, flails, and Feints, -40%; Magical, -10%) [15], a meta-trait from GURPS Supers.

Archmagister's Counsel

A captain who can't be surprised is a captain who wins. Use this to ensure your champions aren't caught flat-footed by peasant tricks or Guild wizardry posing as 'finesse'.

Source Spell

Anticipate

Source Spell Types

Least Spells

Anticipate Thoughts

11.5 points/level.

Thoughts & Memory, Memory, Thought, and Will

Keywords

Control, Damage, Debuff, Information, Malediction, No-Signature, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

1 minute.

Description

This working plucks the threads of The Lattice to grant the caster an impression of a target's immediate actions. Casting this spell requires an IQ roll against the target's Will and bears no range penalties. If successful, you gain a constant +1 bonus to your active defenses and any attack rolls made against the subject for the next minute, reflecting the foreknowledge gained. This effect is subtle, leaving no magical signature, but takes an extra second to weave.

Statistics

Defense Bonus 1 (Accessibility, Only against a single target, -50%; Fixed Duration, +0%; Link, +10%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires IQ vs. Will Roll, -20%; Sorcery, -15%; Takes Extra Time 1, -10%) [7.5/level] + DX+1 (Accessibility, Only attacks against the subject, -60%; Fixed Duration, +0%; Link, +10%; Magical, -10%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires IQ vs. Will Roll, -20%; Takes Extra Time 1, -10%) [4/level].

Archmagister's Counsel

Understanding an opponent's next move before they make it is the difference between victory and an expensive funeral. Use this on a duelist or a particularly bothersome general to turn the tide. The Guild might call it 'pre-cognition'; I call it efficiency.

Source Spell

Anticipate Thoughts

Source Spell Types

Psychic Spells as Normal Spells

Antiemetic

12 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

One minute.

Description

This Lattice manipulation grants the subject an enhanced resistance to nausea, specifically ignoring -1 in penalties from any effect designed to cause it. It's a swift application, lasting for one minute, and precisely aimed as an attack rather than observed as a phenomenon.

Statistics

Affliction 1 (HT; Advantage, Antiemetic, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [12]. Note: “Antiemetic” is Antiemetic (Magical, -10%) [1].

Archmagister's Counsel

A useful trick for a Lord's champions, ensuring they hold their stomachs and their resolve when facing the truly vile, or simply enduring a particularly rough sea voyage. It's about maintaining efficacy when lesser men would be incapacitated.

Source Spell

Antiemetic

Source Spell Types

Least Spells

Antihistamine

12 points.

Battle Blessings & Readiness

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

One minute.

Description

A focused manipulation of the Lattice that grants a subject enhanced resistance to irritants. For one minute, the subject ignores -1 in penalties from environmental effects or attacks that cause sneezing or itching.

Statistics

Affliction 1 (HT; Advantage, Antihistamine, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [12]. Note: “Antihistamine” is Antihistamine (Magical, -10%) [1].

Archmagister's Counsel

This trivial lattice-work ensures your scouts can observe from dusty ruins or dank caves without their allergic reactions betraying their position. It’s a minor buff, but a living scout is always more useful than a sniffling corpse.

Source Spell

Antihistamine

Source Spell Types

Least Spells

Antilife Shell

45 points for level 1 + 5 points/additional level.

Death Curses & Withering

Keywords

Area, Debuff, Leveled, Malediction, No-Signature, Persistent, Resisted-IQ

Casting Roll

Will.

Range

Self.

Duration

50 minutes. Living creatures become unwilling to enter the area around you; any already within the area leave immediately. You may reduce the area effect if you wish to. A successful resistance roll allows the creature to remain within the area for three minutes, after which it must roll again.

Description

This manipulation of the Lattice causes a 2-yard radius around you to become abhorrent to living creatures, forcing them to leave immediately and preventing unwilling entry for 50 minutes. Each level increases the area effect. Creatures can resist with an IQ roll; success grants them 3 minutes within the area before another resistance roll is required. Its full cost is 45 points for Level 1, plus 5 points per additional level, and it is cast with a Will roll.

Statistics

Affliction 1 (IQ; Accessibility, Living Creatures Only, ‑10%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Emanation, -20%; Extended Duration on Persistent, 100x, +80%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, ‑15%; Variable, +5%) [45]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

Understanding how creatures avoid this effect is as crucial as casting it. Should your enemies master the resistance, this 'anti-life shell' becomes little more than a mild inconvenience for three-minute intervals, rather than an impenetrable barrier. Plan accordingly.

Source Spell

Antilife Shell

Source Spell Types

Necromantic Spells

Antimagic Field

70 points for level 1 + 15 points/additional level.

Countermagic & Suppression, Safeguards & Reliefs, Battlefield Zones & Fields

Keywords

Area, Control, Defense, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This working creates a localized disruption in the Lattice, establishing a zone that negates all magical powers within it for 10 seconds. Its effective range is 100 yards, and subsequent levels increase the area of effect. The initial level affects a 2-yard radius, costing 70 points, with each additional level adding 15 points to the cost and increasing the area by 50%. No casting roll is required; merely aim with your innate attack.

Statistics

Static (Magic; Area Effect, 2 yards, +100%; Ranged, +40%; Sorcery, -15%; Variable, Area, +5%) [68] + Rules Exemption (Anti-magic Static can coexist with magical abilities) [1]. Additional levels increase Area Effect (+50%) [+15].

Archmagister's Counsel

Understand that an opponent who wields this can nullify your carefully planned magical assault before it even begins. Advise your Lords to position their Gifted wisely, always with an exit strategy, and never underestimate the Lattice's capacity for self-correction.

Source Spell

Antimagic Field

Source Spell Types

Antimagic Spells

Antimatter Beam

39 points/level.

Energy, Space

Keywords

Damage, Missile, Obvious, Travel

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

1,000 yards.

Duration

Instantaneous.

Description

This crude, yet effective, manipulation of the Lattice projects an unstable beam of antimatter. It inflicts 2d crushing damage per level with an armor divisor of (3), a significant increase in range and half-damage distance, a nasty radiation side-effect, and a respectable area of effect. The cost is 39 points per level, and success is determined by the caster's Innate Attack (Beam) skill. There is no resistance roll; if it hits, it hits hard.

Statistics

Crushing Attack 2d (Armor Divisor, (3), +100%; Explosion 1, +50%; Increased 1/2D, 2x, +5%; Increased Range, 10x, +30%; Radiation, +100%; Sorcery, -15%; Surge, +20%) [39/level].

Archmagister's Counsel

There's no subtlety here; this is a 'delete button' for things you don't like. Equip your shock troops with this and watch enemy fortifications become very expensive dust.

Source Spell

Antimatter Beam

Source Spell Types

Antimatter Spells

Antimatter Blast

504,408 points.

Bursts, Barrages, and Bombardment, Energy, Space

Keywords

Control, Damage, Missile, Obvious, Travel

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

10,000 yards.

Duration

Instantaneous.

Description

This brutal manipulation launches 0.1 micrograms of antimatter at a chosen target. It manifests as a combined attack: 6d x 4 Burning Attack with a substantial explosion and extended range, linked to a 6d x 10,000 Toxic Attack which inflicts radiation damage, also with an explosion and impressive range. You'll use your Innate Attack (Projectile) skill to connect, subject to typical range penalties. The raw power makes it dangerous to parry.

Statistics

Burning Attack 6dx4 (Explosion 3, +150%; Increased 1/2D, 10x, +15%; Increased Range, 100x, +60%; Link, +10%; Magical, -10%; Nuisance Effect, Dangerous to be parried, -5%; Surge, +20%) [408] + Toxic Attack 6dx10,000 (Explosion, Variant, +20%; Increased 1/2D, 10x, +15%; Increased Range, 100x, +60%; Link, +10%; Nuisance Effect, Dangerous to be parried, -5%; Radiation, +25%; Sorcery, -15%) [504000].

Archmagister's Counsel

When a direct, unambiguous statement of power is required, fling antimatter. It’s what one employs against an entrenched enemy stronghold, not a minor nuisance, and it speaks volumes about who holds the real authority on the battlefield.

Source Spell

Antimatter Blast

Source Spell Types

Antimatter Spells

Antimetal Arm

9 or 18 points.

Stone, Soil, and Sand

Keywords

Damage, Persistent, Utility

Casting Roll

None. Use any unarmed Parry+3 to defend.

Range

Self.

Duration

Indefinite. Like Iron Arm (GURPS Sorcery: Protection & Warning Spells, p. 7), but can only be used against metal weapons.

Description

This Sorcerous deflection bends the Lattice to harden the arm against metal weapons, providing an Enhanced Parry +3 for unarmed defense. It costs 9 points, or 18 for an improved version. The effect is indefinite, persisting until dismissed, but is strictly limited to parrying metal weaponry.

Statistics

Enhanced Parry 3 (Bare Hands; Accessibility, Only against metal weapons, -20%; Accessibility, Striker only, -20%; Magical, -10%) [8] + Striker (Crushing; Accessibility, Only against metal weapons, -20%; Cannot attack, -80%; Limb, Arm, -20%; Magical, -10%) [1]. The improved version adds Trained by a Master (Accessibility, Only to reduce penalty for multiple unarmed Striker parries, -60%; Magical, -10%) [9].

Archmagister's Counsel

Understanding this modest Lattice manipulation can mean the difference between a minor cut and a lost limb for your guards. It's a cheap investment in their survival against common threats, and allows them to disarm (literally) an opponent without even a blunted blade of their own.

Source Spell

Antimetal Arm

Source Spell Types

Individual Spell

Antiplant Shell

42 points for level 1 + 5 points/additional level.

Growth, Blessing, and Husbandry

Keywords

Area, Debuff, Leveled, Malediction, No-Signature, Persistent, Resisted-IQ

Casting Roll

Will.

Range

Self.

Duration

50 minutes. Plant creatures become unwilling to enter the area around you; any already within the area leave immediately. You may reduce the area effect if you wish to. While this spell is technically resisted by each plant’s IQ, in practice the GM should bother only for extraordinary plants. If so, victory allows the plant to remain within the area for three minutes, after which it must roll again.

Description

An \(IQ\)-based malediction originating from you, causing all plant creatures within 2 yards (or more, with additional levels) to immediately vacate the area. This effect persists for 50 minutes. The underlying mechanics are an Affliction 1 (Dread), specifically targeting plants. Technically resisted by the plant's \(IQ\), but effectively, most plants just… leave. Only extraordinary plants even warrant a resistance roll.

Statistics

Affliction 1 (IQ; Accessibility, Plants Only, ‑40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Emanation, -20%; Extended Duration on Persistent, 100x, +80%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, ‑15%) [42]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

If you're leading a foraging party or sending troops through a suspiciously overgrown forest, this bit of Lattice-work ensures they won't get entangled by hostile flora. Useful even for the most 'refined' of expeditions.

Source Spell

Antiplant Shell

Source Spell Types

Plant Spells

Antistatic

31 points.

Concealments & Counter-Senses

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice imbues the target with a negative electrical charge, granting a +2 bonus to Dodge rolls against electrical attacks. This effectively grants 'Antistatic' (Enhanced Dodge 2, limited to Electricity) for 30 minutes, costing 31 points.

Statistics

Affliction 1 (HT; Advantage, Antistatic, +150%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [31]. Note: “Antistatic” is Enhanced Dodge 2 (Limited, Electricity, -40%; Magical, -10%) [15].

Archmagister's Counsel

Frankly, this is less about defense and more about making sure your electrical Sorcerer doesn't accidentally fry himself when he overcharges. Keep them insulated; it saves on new robes.

Source Spell

Antistatic

Source Spell Types

Individual Spell

Anvil Strike

161 points.

Lesser Hexes & Afflictions, Breaking, Shattering, and Ruin, Metal & Glass

Keywords

Damage, Defense, Missile

Casting Roll

None. Use Artillery (Bombs) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This Sorcery spell instantly manifests a 28d crushing iron anvil 100 yards directly above your target, which then plummets to the earth. Your ability to hit is determined by an Artillery (Bombs) roll, with standard range penalties. The casting itself is trivial, but a critical failure in controlling this particular thread of the Lattice results in a very, very bad day for you.

Statistics

Crushing Attack 28d (Increased 1/2D, 10x, +15%; Nuisance Effect, Critical Failure, -15%; Overhead, +30%; Sorcery, -15%) [161].

Archmagister's Counsel

Why bother with siege engines when you can simply drop a several-ton block of metal on your enemies? It solves problems with brutal efficiency, and the morale impact alone is worth the effort for any Lord's war efforts.

Source Spell

Anvil Strike

Source Spell Types

Metal Spells

Apocalypse

6 points for level 1 + 2.5 points/additional level (or more).

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Damage, Leveled, Obvious

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

This brutal manipulation of the Lattice conjures a blazing inferno centered on the caster, inflicting 1d burning damage in a 2-yard radius. The caster remains inexplicably untouched by the conflagration. Each additional level expands the affected area by 2 yards, costing 2.5 points per level.

Statistics

Burning Attack 1d (Area Effect, 2 yards, +50%; Emanation, -20%; Sorcery, -15%; Variable, +5%) [6]. Further levels add more Area Effect (+50%) [+2.5].

Archmagister's Counsel

When your back is against the wall, this is less a spell and more a statement: 'You've underestimated me.' Useful for clearing out a panicked mob or making a truly memorable exit.

Source Spell

Apocalypse

Source Spell Types

Individual Spell

Apply Poison

12 points.

Poison

Keywords

Damage, Utility

Casting Roll

None.

Range

10 yards.

Duration

Instantaneous.

Description

This instant manipulation applies a chosen poison from up to 10 yards away to a specified weapon, requiring one dose per envenomed tip. It is a variant of Telekinesis, focused solely on the task of poison application.

Statistics

Telekinesis 1 (One Task, Applying poison, -60%; Reduced Time 10, +200%; Sorcery, -15%) [12].

Archmagister's Counsel

Why bother with the risk of clumsy hands when the Lattice can do the dirty work for you? Your assassin can strike with precision while remaining at a safe distance, a far more elegant solution than fumbling in the dark.

Source Spell

Apply Poison

Source Spell Types

Poison Spells

Apportation

2 points for level 1 + 1 point/additional level.

Ways, Passage, and Travel

Keywords

Control, Persistent, Travel, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This 'Lattice-work' allows one to manipulate objects remotely, much like gripping them with an invisible hand. Each level of Apportation grants 1 ST for lifting, moving, or otherwise interacting with objects within 10 yards, with a base cost of 2 points, and 1 point for each additional level; this control is persistent until dispelled or abandoned. Do not expect to grapple, punch, throw, or perform delicate manipulations. It's for brute force, not surgery.

Statistics

Telekinesis 1 (Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; No Fine Manipulations, -20%; Sorcery, -15%) [2]. Each additional level adds Telekinesis 1 (Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Lift Only, -20%; No Fine Manipulations, -20%; Sorcery, -15%) [1].

Archmagister's Counsel

Rather than relying on clumsy servants, a discerning Lord uses this to move strategic items, securing them from prying eyes and sticky fingers before battle or during discreet transfers. It is an investment in direct, unassailable control.

Source Spell

Apportation

Source Spell Types

Movement Spells

Arachnid Control

23 points.

Animal Command & Repelling

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

This manipulation of the Lattice grants you dominion over any single arachnid, or a full square yard of smaller arachnids. The affected creature gains the Reprogrammable disadvantage with you as its master; it will obey your commands without question.

Statistics

Mind Control (Accessibility, Arachnids only, -40%; Sorcery, -15%) [23].

Archmagister's Counsel

Never underestimate the effectiveness of a well-placed, venomous eight-legged 'friend' in a political rival's bedchambers. The Guild will call it uncivilized; I call it efficient.

Source Spell

Arachnid Control

Source Spell Types

Even More Unmerged Animal Spells

Arboreal Immurement

110 points.

Growth, Blessing, and Husbandry

Keywords

Control, Debuff, Defense, Malediction, No-Signature, Persistent, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent.

Description

This brutal manipulation of the Lattice causes the nearest suitable tree within 5 yards to instantaneously swallow the subject if they fail their Resistance roll (HT). The victim enters a state of magical suspended animation—freezing them in time and preventing their need to breathe, eat, drink, or sleep. The effect is permanent, until someone chops through the tree to free them. This spell carries the "No Signature" advantage, making its source difficult to trace.

Statistics

Affliction 1 (HT; Advantage, Suspended Animation, +590%; Environmental, Target within 5 yards of a large enough tree, -40%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Selectivity, Only to remove suspended animation on yourself, +5%; Terminal Condition, Freed by chopping through the tree, -10%; Sorcery, -15%) [110]. Note: “Suspended Animation” is Doesn’t Breathe (Magical, -10%) [18] + Doesn’t Eat or Drink (Magical, -10%) [9] + Doesn’t Sleep (Magical, -10%) [18] + Unaging (Magical, -10%) [14].

Archmagister's Counsel

A fine way to remove an inconvenient lord or an unruly heir from play. The fool won't be dead, but they certainly won't be ruling, either. Ensure there's a tree, and the rest is mere mechanics.

Source Spell

Arboreal Immurement

Source Spell Types

Plant Spells

Arc

15 points/level.

Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy

Keywords

Control, Damage, Defense, Jet, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

One second.

Description

A 10-yard beam of raw energy, emanating from your hand, scorches whatever it touches. This is a Burning Attack, delivered via Innate Attack (Beam), and it devastates with Surge (Arcing) and a chance of stunning the target. Further, it can parry thanks to its Melee-Capable and Reflexive nature, effectively using the Lattice to defend as well as attack.

Statistics

Burning Attack (Destructive Parry, +10%; Increased 1/2D, 2x, +5%; Jet, +0%; Melee-Capable, Reach 1, +15%; Nuisance Effect, Behaves erratically around conductors, -5%; Reflexive, +40%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [15/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.

Archmagister's Counsel

This raw manipulation of the Lattice is a blunt instrument, but effective. Teach your mages this spell, my Lord, and they will carve a path through any opposition, literally stunning them into submission. It is less elegant than some, perhaps, but quite decisive.

Source Spell

Arc

Source Spell Types

Lightning Spells

Arcane Dart

6 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Information, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to «lock on».

Range

20 yards.

Duration

Instantaneous.

Description

This simple manipulation of the Lattice projects a homing magical force, dealing 1d-1 crushing damage. You don't cast it; you simply launch it with an Innate Attack (Projectile) roll, and the Lattice ensures the homing effect makes it a persistent threat unless truly evaded. It affects immaterial beings and has an effective range of 20 yards.

Statistics

Crushing Attack 1d-1 (Affects Insubstantial, +20%; Homing, +50%; Increased 1/2D, 2x, +5%; Reduced Range, x1/5, -20%; Sorcery, -15%) [6].

Archmagister's Counsel

Even a minor thread plucked from the Lattice can serve. This 'Dart' is ideal for finishing off a weakened foe or harrying an enemy archer. It’s a waste of a good opportunity to use it on someone who can shrug it off.

Source Spell

Magic Missile

Source Spell Types

Individual Spell

Arcane Quickening

30 points.

Time

Keywords

Buff, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

9 seconds.

Description

This manipulation of the Lattice allows the subject to perform two Concentrate maneuvers per turn for 9 seconds. The second maneuver is strictly for spellcasting, provided all other actions in that turn are also dedicated to casting. Costs 30 points and requires an Innate Attack (Gaze) roll to aim.

Statistics

Affliction 1 (HT; Advantage, Magic Manager, +200%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [30]. Note: “Magic Manager” is Compartmentalized Mind 1 (Aftermath, Unable to cast spells, -15%; Limited, Magic, -5%; Magical, -10%; Mentalism, -10%; No Mental Separation, -20%) [20].

Archmagister's Counsel

When facing a known sorcerer, assume they might weave spells at twice the speed of your Guild-trained buffoons. This abomination of temporal manipulation is how they do it. Be ready to interrupt or silence the caster before your defenses are overwhelmed.

Source Spell

Magic Manager

Source Spell Types

Time Spells