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Showing 901-1000 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Insect Repellent Battle Blessings & Readiness 1 or 19 points.
Insignificance Communication & Empathy 35 points for level 1 + 19 points/additional level.
Instant Neutralize Fungal Poison Poison 48 points.
Instant Neutralize Poison Poison 53 points.
Instant Regeneration Healing 238 points.
Instant Restoration Healing 44 points.
Instant Summons Summoning 68 points for level 1 + 4 points/additional level.
Insulated Armor Armor & Battle Shells 44 points for level 1 + 40 points/additional level.
Insulation Heat, Fuel, and Hearthwork 56 points.
Intellect Fortress Seekers & Trackers, Memory, Thought, and Will 4.5 points/ level.
Interference Bursts, Barrages, and Bombardment 28 points for level 1 + 10 points/additional level.
Interposing Hand Force 20 points.
Invisibility Concealments & Counter-Senses 84 or 92 points.
Invisibility Purge Bursts, Barrages, and Bombardment 68 points for level 1 + 15 points/additional level.
Invisible Armor Armor & Battle Shells, Shadows & Obscurity, Illusion & Creation 32 points for level 1 + 8 points/additional level.
Invisible Weapon Stealth, Illusion & Creation 32 points for level 1 + 8 points/additional level.
Invisible Wizard Eye Shadows & Obscurity, Illusion & Creation 80 points.
Invoke Sorcerous Services & Rites 1 point.
Invoke Fence Grand Arcana & Constructs 37 points for level 1 + 5 points/additional level.
Iron Silence Concealments & Counter-Senses, Stealth 20 points.
Ironweed Battlefield Zones & Fields 17 points for level 1 + 1 points/additional level.
Irradiate Radiation 9 points for level 1 + 2 points/additional level.
Irresistible Dance Commands & Compulsion 35 points.
Itch Lesser Hexes & Afflictions 25 points.
Jam Radio Technological 26 points for level 1 + 14 points/additional level.
Join Plants Plant Lore, Speech, and Passage 26 points/level.
Jolt Missiles, Jets, and Rays 16 points.
Juggernaut Armor Armor & Battle Shells, Force 21 points for level 1 + 9 points/additional level.
Jump Speed, Haste, and Handling 15 points for level 1 + 3 points/additional level.
Keen Taste and Smell Senses & Perception 17 points for level 1 + 1.8 points/additional level.
Keen Touch Senses & Perception 17 points for level 1 + 1.8 points/additional level.
Keen Vision Senses & Perception 17 points for level 1 + 1.8 points/additional level.
Keyfinder Readings & Analysis 1 point.
Knifehand Sorcerous Services & Rites 1 point.
Knockback Suppression Force 32 points.
Knockout Pain, Stun, and Collapse 45 points.
Knot Breaking, Shattering, and Ruin 33 points.
Know Illusion Detection & Appraisal, Illusion & Creation 8 points.
Know Location Readings & Analysis 1 point.
Know Recipe Readings & Analysis 17 points.
Know Thyself Detection & Appraisal 1 or 11 points.
Know True Shape Readings & Analysis, Creation, Shape, and Matter 4 points.
Laminate Force Field Missiles, Jets, and Rays, Force 18 points for level 1 + 6 points/additional level.
Laser Eyes Missiles, Jets, and Rays 4 points/level.
Lava Bolt Stone, Soil, and Sand, Flame Assaults & Battlefire 80 points.
Leak Lesser Hexes & Afflictions 38 points.
Lecanomancy Divination & Omens 38 or 88 points.
Lend Energy Healing, Energy 27 points.
Lend Language Communication & Empathy 31 points.
Lend Power Mana, Ley, and Power 13 points/level.
Lend Skill Communication & Empathy 31 points.
Lend Spell Countermagic & Suppression 33 points for level 1 + 9 points/additional level.
Lend Vitality Healing 14 points.
Lengthen Limb Body Forms, Limbs, and Alteration 4.5 points/level*.
Lesser Flight Ways, Passage, and Travel, Radiance, Sight, and Reflection 30 or 38 points.
Lesser Polymorph Shapeshifting & Polymorph 20 points or more; see text.
Lesser Restoration Healing, Holy 53 points.
Lesser Wish Grand Arcana & Constructs 155 points.
Lesser Zombie Summoning 9 points.
Lethal Lightning Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather 32.5 points/level*.
Levitation Grand Arcana & Constructs 6 points for level 1 + 4 points/additional level.
Ley Buffer Safeguards & Reliefs 15 points.
Ley Float Safeguards & Reliefs 18 points.
Ley Line Creation Mana, Ley, and Power 29 points or more.
Ley Running Mana, Ley, and Power 25 points.
Ley Speech Communication & Empathy 17 points.
Ley Supply Mana, Ley, and Power 63 points/level.
Ley Tap Mana, Ley, and Power 58 points.
Ley Vehicle Speed, Haste, and Handling 12 points.
Libranomancy Divination & Omens 43 or 93 points.
Lich Grand Arcana & Constructs 31 points + 0.9 x Lich template cost. (126 if using the template from GURPS Magic).
Light Jet Radiance, Sight, and Reflection 23 points.
Light Speech Radiance, Sight, and Reflection, Communication & Empathy, Energy 25 points.
Light Step Speed, Haste, and Handling, Radiance, Sight, and Reflection 25 points.
Light Tread Ways, Passage, and Travel, Radiance, Sight, and Reflection 22 points.
Lighten Armor & Battle Shells, Radiance, Sight, and Reflection 32 points for level 1 + 16 points/additional level.
Lighten Burden Radiance, Sight, and Reflection 15 points for level 1 + 3 points/additional level (KYOS: 19 points for level 1 + 7 points/additional level).
Lightning Armor Armor & Battle Shells, Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 26 points.
Lightning Missiles Radiance, Sight, and Reflection, Tempests, Lightning, and Winter Weather 21 points.
Lightning Stare Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 11.75 points/level*.
Lightning Weapon Weapons & Battlework, Lightning & Radiant Assaults 21 points.
Lightning Whip Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 19 points.
Literary Hunger Detection & Appraisal, Food 12 points.
Lithomancy Divination & Omens 42 or 92 points.
Live Libram Safeguards & Reliefs 25 points.
Lloyd’s Beacon Grand Arcana & Constructs 120 points.
Lockmaster Commands & Compulsion, Ways, Passage, and Travel 24 points.
Long March Lesser Hexes & Afflictions 40 points.
Loud Voice Sound 1 or 19 points.
Loyal Sword Enchantment 40 or 51 points.
Loyalty Mental Curses & Counterwill 10 points.
Loyalty of the Chosen Ethic Holy 10 points.
Luminous Body Internal Ruin, Fatigue, and Decline 1 point.
Lunomancy Divination & Omens 34 or 84 points.
Lure Dreams, Sleep, and Delusion 125 points for level 1 + 25 points/additional level.
Machine Control Technological 80 points.
Machine Possession Possession & Identity, Technological 20 points.
Machine Speech Communication & Empathy, Technological 17 points.
Machine Summoning Technological, Summoning 88 points.
Madness Pain, Stun, and Collapse 10 points.

Insect Repellent

1 or 19 points.

Battle Blessings & Readiness

Keywords

Buff, Defense, Information, No-Signature, Persistent, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim the improved version.

Range

Self or 100 yards.

Duration

Indefinite or 90 minutes.

Description

This spell renders the subject undesirable to biting insects and other natural-world vermin, effectively replicating the strongest mundane repellents available at the caster's tech level. The basic application is an Accessory costing 1 point, providing persistent protection. An enhanced 19-point version, delivered via an Innate Attack (Gaze), offers a 90-minute Affliction that grants the 'Insect Repellent' advantage with extended duration and range, making it particularly potent for widespread application. Neither version carries a magical signature, ensuring discretion.

Statistics

The basic version is Accessory (Insect Repellent; Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Insect Repellent, +10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Note: “Insect Repellent” is Accessory (Insect Repellent; Magical, -10%) [1].

Archmagister's Counsel

You wish to send your troops through a swamp without losing half of them to malaria or morale? This simple manipulation of the Lattice ensures they arrive able to fight, rather than scratch. A small investment, a significant return.

Source Spell

Insect Repellent

Source Spell Types

Least Spells

Insignificance

35 points for level 1 + 19 points/additional level.

Communication & Empathy

Keywords

Buff, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. It becomes easy for the subject to blend in. The subject’s face is hard to pick out or remember. They get +5 per level of the spell to Shadowing in crowds, while others have -5 per level of the spell to rolls made to recognize them from a lineup or mug shots – or even to recall meeting them!

Description

This remarkable manipulation of the Lattice renders its subject virtually unnoticeable. For 30 minutes, the subject gains +5 per level to Shadowing in crowds, while others suffer a commensurate -5 per level on attempts to recognize them from a lineup, mug shots, or even to recall their meeting. The base cost is 35 points for level 1, with an additional 19 points per level thereafter. There is no casting roll; simply aim with Innate Attack (Gaze) at a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Insignificance, +190%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [35]. Additional levels add more Insignificance to the Advantage enhancement (+190%) [+19]. Note: Each level of “Insignificance” is Obscure 5 (Memory; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [19].

Archmagister's Counsel

Your spies, my Lord, need not be physically insignificant, only perceived as such. Deploy this, and your agents become ghosts in plain sight, their faces fading from memory as swiftly as they pass.

Source Spell

Insignificance

Source Spell Types

Communication and Empathy Spells

Instant Neutralize Fungal Poison

48 points.

Poison

Keywords

Buff, Control, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This working instantly flushes all fungal poisons from the subject's system. No casting roll is required; however, the caster must first successfully identify the fungal poison with a Poisons, Alchemy, or Pharmacy roll. The effective range is 100 yards, and it costs 48 points.

Statistics

Affliction 1 (HT; Advantage, Instant Neutralize Fungal Poison, +400%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [48]. Note: “Instant Neutralize Fungal Poison” is Unusual Training (Body Control, only to flush fungal poisons) [1] + Body Control (VH) HT [8] modified with Accessibility, Fungal Poisons, -50%, Cosmic, No die roll required, +100%, Magical, -10%, and Reduced Time 15, +300% for a final cost of 40 points.

Archmagister's Counsel

When fungal plagues threaten the granaries, this manipulation of The Lattice can save your kingdom's food supply, preventing famine and dissent. It matters little whether the practitioner learned this by rote or by blood; only the successful outcome. Imagine the political fallout if a royal advisor fell to a common mushroom, yet this simple artifice could have saved them.

Source Spell

Instant Neutralize Fungal Poison

Source Spell Types

Individual Spell

Instant Neutralize Poison

53 points.

Poison

Keywords

Buff, Control, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This working instantly flushes poisons from the subject’s body. First, one must identify the specific poison with a successful Poisons or similar skill roll. It doesn't matter how you pluck the Lattice for this; it either works, or it doesn't.

Statistics

Affliction 1 (HT; Advantage, Neutralize Poison, +450%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [53]. Note: “Neutralize Poison” is Unusual Training (Body Control, only to flush poisons) [1] + Body Control (VH) HT [8] modified with Cosmic, No die roll required, +100%, Magical, -10%, and Reduced Time 15, +300% for a final cost of 45 points.

Archmagister's Counsel

Ensure your healers, whether they use tonics or raw willpower, can identify a variety of poisons quickly. What good is a cure if you don't know what you're curing? A swift recovery means a swift return to duty, my Lord.

Source Spell

Instant Neutralize Poison

Source Spell Types

Individual Spell

Instant Regeneration

238 points.

Healing

Keywords

Buff, Damage, Healing, Melee, No-Signature, Touch

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Instantly. Your touch instantly restores a lost limb or organ.

Description

With a touch, this manipulation of the Lattice instantly restores a lost limb or internal organ to a living being. It’s an Affliction targeting HT, with a base cost of 238 points, regenerating the organ — or the limb, if you’re pedantic about it — instantly.

Statistics

Affliction 1 (HT; Accessibility, One organ at a time, -5%; Accessibility, Only on living creatures, -10%; Advantage, Instant Regeneration, +2,360%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [238]. Note: “Instant Regeneration” is Regrowth (Magical, -10%; Reduced Time 25, +500%) [236].

Archmagister's Counsel

While the Guild argues about the ethical implications of 'fixing' their failures, you can have a knight back in the saddle within moments of losing an arm. A single touch can be more powerful than a hundred healers, restoring what was lost before the patient even knows it’s gone.

Source Spell

Instant Regeneration

Source Spell Types

Individual Spell

Instant Restoration

44 points.

Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a subject, you may immediately repair his crippled but whole limb or organ. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants. All injury that crippled the limb or organ in question is healed instantly. Each healer gets only one attempt per crippled limb. This spell cannot restore lost limbs. Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

This manipulation of the Lattice instantaneously repairs a crippled but intact limb or organ upon touch. It functions on subjects of your own race and similar races. This single attempt heals all injury responsible for the crippling. A -2 penalty applies if the subject is unconscious. Subsequent successful uses on the same individual within a day impose a cumulative -3 penalty. Failure costs 1d FP.

Statistics

Healing (Accessibility, Only to restore crippled limbs and organs, -40%; Affects Self, +50%; Capped, 5 FP, -15%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 4, +80%) [44].

Archmagister's Counsel

While this 'Sorcerous Mending' can keep crucial personnel in the fight, remember its limitations; it won't regrow a limb, nor will it work if your 'healer' is already exhausted. Practicality, not flashy gestures, wins wars.

Source Spell

Instant Restoration

Source Spell Types

Individual Spell

Instant Summons

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

Summoning

Keywords

Summoning, Touch, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

Instantaneous.

Description

This working plucks the Lattice to instantaneously recall a personal possession, up to 3 lbs. in weight, directly to your presence from anywhere across space or even dimensions. While the cost is 68 points initially, you can increase its capacity by 4 points per additional level. The spell's IQ casting roll only fails on a critical failure, thanks to an improved effect on the Lattice.

Statistics

Snatcher (Improved, +10%; Less Weight, 3 lbs., -5%; Magical, -10%; Nuisance Effect, Cannot send objects back, -5%; Recall, -25%; Reduced Fatigue Cost 1, +20%) [68]. Level 2 removes Less Weight (+5%) [+4] and additional levels add More Weight (+5%) [+4]. Note: The Improved enhancement eliminates the auto-fail on 14+.

Archmagister's Counsel

Equip your finest warriors and agents with a small, enchanted token. Should they be captured or find themselves in dire straits without their gear, they can pluck the Lattice and retrieve their vital tools. The Guild calls it 'logistics'; I call it not losing battles because some fool dropped his sword.

Source Spell

Instant Summons

Source Spell Types

Individual Spell

Insulated Armor

44 points for level 1 + 40 points/additional level.

Armor & Battle Shells

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This manipulation of the Lattice fortifies armor against electrical force. The armor's Damage Resistance effectively multiplies against electrical attacks, including those imbued with Surge, for three minutes. Each level of the working, costing 40 points, further enhances this property.

Statistics

Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Insulated Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Insulated Armor” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. This spell is based on the Insulated Armor imbuement skill from Pyramid #3-4.

Archmagister's Counsel

Against foes who crackle with Arcane bolts or rely on electrical traps, this ensures your forces aren't reduced to smoking husks. It's not about the elegance of the working, but the effectiveness of the protection.

Source Spell

Insulated Armor

Source Spell Types

Individual Spell

Insulation

56 points.

Heat, Fuel, and Hearthwork

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

90 minutes.

Description

This working completely disrupts heat transfer through an object, granting it Injury Tolerance (Damage Reduction 2, Limited: Heat/Fire) for 90 minutes. This makes thin clothing effective against cold or keeps metal cool even when heated, by improving its insulation properties. It targets an object at any range, resisted by HT.

Statistics

Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Insulation, +250%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [56]. Note: “Insulation” is Injury Tolerance (Damage Reduction 2, Variant; Limited, Heat/Fire, -40%; Magical, -10%) [25].

Archmagister's Counsel

Understanding this Lattice-work means your archers can use heated projectiles without burning themselves, or your spies can operate in extreme climates without the enemy detecting their magical warmth. It is pure utility, and a wise lord values utility above all else.

Source Spell

Insulation

Source Spell Types

Fire Spells

Intellect Fortress

4.5 points/ level.

Seekers & Trackers, Memory, Thought, and Will

Keywords

Control, Damage, Defense, Information, Malediction, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell fortifies the mind against direct mental incursions, regardless of their source or method. For each level of this spell, your mental Damage Resistance increases by 2 against Malediction-based mental assaults, offering a robust defense against unwanted psychic influence. The Lattice cares not if it's a spell or an innate power; it merely responds to the reinforcement.

Statistics

Damage Resistance 2 (Limited, Mental, -40%; Malediction-Proof, +0%; Sorcery, -15%) [4.5/level].

Archmagister's Counsel

A mind well-fortified is a mind that cannot be swayed by external whispers. Ensure your advisors, and perhaps even your Heir, are thus protected, for a weak mind is fertile ground for a rival's insidious plots.

Source Spell

Intellect Fortress

Source Spell Types

Psychic Spells as Normal Spells

Interference

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

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Damage, Healing, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This manipulation of the Lattice creates a 2-yard radius of disruptive radio noise. The initial cost is 28 points, increasing by 10 points for each additional level of effect. To deploy it, use an Innate Attack (Gaze) roll, applying standard range penalties, but gaining a +4 bonus for area targeting. The static continues for 10 seconds.

Statistics

Obscure Radio 10 (Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [28]. Further levels add Area Effect (+50%) to the advantage [+10].

Archmagister's Counsel

Don't bother with fancy communication spells when a simple burst of static can silence a battlefield's signals. Disrupt their orders, and their 'well-drilled' formations crumble quite nicely.

Source Spell

Interference

Source Spell Types

Individual Spell

Interposing Hand

20 points.

Force

Keywords

Control, Persistent, Utility

Casting Roll

None.

Range

3 yards.

Duration

Indefinite. Creates a SM+0 hand made of shimmering pinkish force that appears between the caster and one of his opponents. This floating, disembodied hand moves automatically to remain between them, regardless of where the caster moves or how the opponent tries to get around it, providing cover for the caster against that opponent (and other opponents, if they are close enough). The opponent firing at the caster risks hitting the hand instead. See Firing Through an Occupied Hex, p. B389. The hand stays at a 3-yard distance from the caster. It cannot push objects or creatures. It has HP 20 and DR 20. The designated opponent must evade (p. B368) the hand, if he wants to approach the caster. The hand is considered a standing creature, and has DX of the caster and ST 10. The hand can even stop insubstantial opponents from approaching. Getting past the hand or destroying it dispels it. The caster can Concentrate to redirect the hand to another opponent.

Description

This manipulation of the Lattice creates a shimmering, insubstantial hand (∈ SM 0, ∈ HP 20, ∈ DR 20, ST 10) positioned 3 yards from the caster. It automatically interposes itself between the caster and a designated foe, providing cover and forcing the foe to either evade it (B368) or directly contend with it, even if insubstantial. The hand can be redirected to another opponent with Concentration; it is dispelled if bypassed or destroyed. Cost: 20 points.

Statistics

Telekinesis 10 (Affects Insubstantial, +20%; Independent, +40%; Nuisance Effect, Breakable, -5%; One Task, Interposing, -70%; Reduced Range, ½, -10%; Sorcery, -15%; Terminal Condition, Getting past, -10%; Visible, -10%) [20].

Archmagister's Counsel

A reliable way to keep an unruly brute from closing the distance, or to make an assassin waste critical moments. It's a simple thread, but effective.

Source Spell

Interposing Hand

Source Spell Types

Force Spells

Invisibility

84 or 92 points.

Concealments & Counter-Senses

Keywords

Buff, Damage, Defense, Information, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice renders its subject invisible, extending to items up to Medium Encumbrance. This spell does not mask sound, scent, or physical traces; one simply becomes unseen. The basic iteration dispels if the subject attacks. The advanced application, costing 92 points, provides true invisibility allowing attacks without breaking the effect.

Statistics

Affliction 1 (HT; Advantage, Invisibility, +680%; Extended Duration, x10, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [84]. Notes: “Invisibility” is Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Magical, -10%) [68]. The improved version removes the Dispels after an attack limitation from the advantage [+8].

Archmagister's Counsel

A perfectly invisible assassin is still a loud, stinky assassin. Remind your Spymaster that true stealth requires more than just this mere unseeing—it requires training, discipline, and probably a bath.

Source Spell

Invisibility

Source Spell Types

Individual Spell

Invisibility Purge

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

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This working creates a zone that negates all forms of invisibility. Once an invisible object or creature enters the area, their cloaking is stripped and will not return until they exit and reacquire it. Costs 68 points for level 1, increasing the area by +50% for 15 points per additional level. Duration is 10 seconds, and it has a range of 100 yards, aimed with Innate Attack (Gaze).

Statistics

Static (Invisibility; Area Effect, 2 yards, +100%; Ranged, +40%; Sorcery, -15%) [68]. Additional levels increase Area Effect (+50%) [+15].

Archmagister's Counsel

Frankly, my Lord, this is less about 'sight' and more about denying your enemies their ill-gotten advantage. Invisibility is a tool for cowards and assassins; a discerning ruler simply renders such tactics useless.

Source Spell

Invisibility Purge

Source Spell Types

Individual Spell

Invisible Armor

32 points for level 1 + 8 points/additional level.

Armor & Battle Shells, Shadows & Obscurity, Illusion & Creation

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working renders armor or a shield difficult to perceive. Observers must succeed on a Perception roll, penalized by -2 per level of this spell, to even detect its presence. The base cost is 32 points for level 1, increasing by 8 points for each additional level, and it lasts three minutes. Range is a standard 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Invisible Armor, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Notes: “Invisible Armor” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -1 in penalties [+8]. This spell is based on the Subtle Defense imbuement skill from Pyramid #3-4.

Archmagister's Counsel

A deceptively simple bit of Lattice-work, allowing your guards to appear unarmored and thus less threatening, until the blades are drawn and the true protection becomes dreadfully apparent. Or, if you're truly artful, let them believe they're facing a knight in silk, only to discover their folly too late.

Source Spell

Invisible Armor

Source Spell Types

Individual Spell

Invisible Weapon

32 points for level 1 + 8 points/additional level.

Stealth, Illusion & Creation

Keywords

Buff, Damage, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working blurs the weapon, imposing a -2 penalty to all Vision rolls to notice an attack per spell level, up to a maximum of -10, rendering the weapon invisible. This effect lasts for three minutes. You aim this through Innate Attack (Gaze).

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Invisible Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Notes: “Invisible Weapon” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -1 in penalties [+8]. This spell is based on the Stealthy Attack imbuement skill.

Archmagister's Counsel

There are those who claim magical efficacy is about overt displays, and then there are those who win. Give your assassins this edge; a weapon they cannot see coming is a weapon that impacts with lethal certainty.

Source Spell

Invisible Weapon

Source Spell Types

Individual Spell

Invisible Wizard Eye

80 points.

Shadows & Obscurity, Illusion & Creation

Keywords

Damage, Information, Persistent, Utility

Casting Roll

IQ.

Range

10 yards.

Duration

Indefinite.

Description

This spell displaces your perception to an invisible, floating eye within 10 yards of your current position. This creates a fixed, mobile viewpoint. This 'eye' is ethereal and persistent, lasting indefinitely, though it can be damaged. It costs 80 points to establish, requiring an IQ roll to cast, and once placed, grants you an invisible, detached surveillance point.

Statistics

Clairsentience (Aware, +50%; Clairvoyance, -10%; Fixed Range, -5%; Second Nature, +70%; Sorcery, -15%; Takes Damage, Invisible, -30%) [80]. Notes: Takes Damage is taken from Ravens N’ Pennies blogpost.

Archmagister's Counsel

Why send a scout your enemies might see when you can extend your own senses invisibly? A discerning liege understands that knowledge, not valor, wins wars. The method, be it Sorcery or a Guild spell, matters not.

Source Spell

Invisible Wizard Eye

Source Spell Types

Individual Spell

Invoke

1 point.

Sorcerous Services & Rites

Keywords

Control, Utility

Casting Roll

IQ.

Range

Self.

Duration

Instantaneous.

Description

This 'Lattice-work' involves uttering the true name of a powerful otherworldly entity, ensuring it is heard across planes. There are rarely immediate results, but repeated use all but guarantees a spot in the being's future machinations. This grants a 'Trivial Destiny' disadvantage.

Statistics

Controllable Disadvantage (Trivial Destiny (Heard by an otherworldly being); Sorcery, -15%) [1].

Archmagister's Counsel

Understanding who is 'called' and why can reveal much about an enemy's ultimate intentions; keep your ears open, for the whisper of a name can be more dangerous than a direct assault.

Source Spell

Invoke

Source Spell Types

Least Spells

Invoke Fence

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

Grand Arcana & Constructs

Keywords

Damage, Defense, Information, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent.

Description

This working assembles a low, 3-foot-tall barrier using existing organic material from a 2-yard radius, magically drawing it together. The barrier, once formed, is permanent. Additional levels increase the area from which materials can be drawn.

Statistics

Crushing Attack 2d (Area Effect, 2 yards, +50%; Environmental, Vegetation, -20%; Extended Duration, Permanent, +150%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [37]. Additional levels increase Area Effect (+50%) [+5].

Archmagister's Counsel

A useful, if crude, method for rapid crowd control or to create diversions that can’t be easily ignored. Keep your archers behind them, and your enemies confused trying to breach the things.

Source Spell

Invoke Fence

Source Spell Types

Individual Spell

Iron Silence

20 points.

Concealments & Counter-Senses, Stealth

Keywords

Buff, Defense, No-Signature, Stealth, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice allows the subject to completely negate Stealth penalties from encumbrance for 30 minutes. The usual rustle and clang that betray a heavy load simply cease to matter. It's a pragmatic boon, enduring and effective, with no discernible magical signature.

Statistics

Affliction 1 (HT; Advantage, Iron Silence, +40%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Iron Silence” is Armor Familiarity 4 (Variant; Stealth; Magical, -10%) [4].

Archmagister's Counsel

Equip your elite guard in full plate and tell them to move like shadows. The Guild calls it 'impossible'; I call it a winning strategy when your enemy relies on their ears.

Source Spell

Iron Silence

Source Spell Types

Adventurer Spells

Ironweed

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

Battlefield Zones & Fields

Keywords

Area, Control, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. Causes the ground to sprout pointy, iron-hard shoots that behave as a dense field of miniature caltrops. These spring from soil like ordinary plants, appear as though shaped from a wooden floor, force their way up between bricks or cobbles, and create cracks in porous stone or concrete. Only seamless, nonporous ground in the area – like a sheet of metal, glass, or plastic flooring – remains unaffected. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. Each turn, everybody on foot in an Ironweed field automatically steps on one spike plus one per yard traveled within the area. Falling down among the barbs means being stabbed SM+4 times; e.g., four times for an SM 0 human or five for an SM +1 ogre. There are no rolls to avoid these fates – the shoots are too closely packed! Each sprout does thrust-3 impaling damage, based on the victim’s ST, to a randomly chosen foot – or, on a fall, to a random hit location. Minimum basic impaling damage is 1 point per attack (p. B378). Any DR protects normally. Impaling damage isn’t doubled against limbs or extremities (such as the feet); see p. B399. Maximum injury is 2 HP per barb, but keep track of it – accumulated wounds (p. B420) can cripple. The basic (17-point) version of this spell covers a two-yard radius. For each additional 1 point, you may double this radius; e.g., four yards for 18 points, 8 yards for 19 points, or 16 yards for 20 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.

Description

This Lattice manipulation conjures a dense field of iron-hard, impaling shoots from the ground, creating a lethal caltrop zone. It targets a 2-yard radius for 17 points, doubling in radius for each additional point invested. Lasting 10 seconds, it inflicts thrust-3 impaling damage (min 1 HP) based on the victim's ST, to a randomly chosen foot for every yard traveled, or SM+4 times upon falling. DR protects, max 2 HP per barb, with cumulative wounds a major concern. Aim via an Innate Attack (Gaze) roll (100-yard range, +4 for area, standard range penalties).

Statistics

Impaling Attack 1 point (Accessibility, Only against moving or falling creatures, -10%; Area Effect, 2 yards, +50%; Cosmic, Additional damage on falls, +300%; Cosmic, Once per yard, +300%; Environmental, Ground, -20%; Fixed Duration, +0%; Persistent, +40%; Sorcery, -15%; ST-Based, Reversed, +100%; Variable, Area, +5%) [17]. Further levels add Area Effect (+50%) to the advantage [+1].

Archmagister's Counsel

Why bother with archers when you can turn the very ground into a weapon? Use this spell to disable cavalry charges, halt advancing infantry, or simply make a tactical retreat significantly more painful for your pursuers. The Lattice cares not for your Guild-approved 'battlefield etiquette.'

Source Spell

Ironweed

Source Spell Types

Artillery Spells

Irradiate

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

Radiation

Keywords

Area, Damage, Leveled, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. Creates an area of invisible radiation. It inflicts radiation (p. B435) damage to anyone standing in it. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. Every creature in the area takes 1d radiation damage (p. B435) per turn, ignoring DR.

Description

This spell establishes a localized field of invisible radiation at a distance, inflicting 1d radiation damage per turn to anyone within its 2-yard radius. Damage ignores DR. The effect persists for 10 seconds. Each additional level increases the area of effect. No casting roll is required; aim using Innate Attack (Gaze) with a +4 bonus for area effect.

Statistics

Toxic Attack 1d (Area Effect, 2 yards, +50%; No Signature, +20%; Persistent, +40%; Radiation, +25%; Sorcery, -15%; Variable, Area, +5%) [9]. Further levels add Area Effect (+50%) to the advantage [+2].

Archmagister's Counsel

A truly efficient way to clear out a stubborn defensive position. Why waste swordsmen when the Lattice can do the dirty work, unseen, unannounced, and without a drop of spilled blood?

Source Spell

Irradiate

Source Spell Types

Radiation Spells

Irresistible Dance

35 points.

Commands & Compulsion

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

15 seconds. Sapient subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it very hard for the subject to do anything other than caper and prance in place. The subject can move at half of his Move, defends at -4, and is at -4 to DX and IQ. He automatically fails any action that requires a Concentrate maneuver. At the end of the dance, the subject loses 1 FP.

Description

This foul Lattice-work compels a sapient subject into an irresistible dance for 15 seconds. Movement is halved, defenses suffer a -4 penalty, and both DX and IQ are reduced by -4. Any attempt to Concentrate automatically fails, and the subject loses 1 FP once the jig concludes. A crude, but effective, means of control.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/10, -20%; Seizure, Variant, +100%; Sorcery, ‑15%) [35].

Archmagister's Counsel

Against a well-armored foe or a stubborn diplomat, a sudden fit of 'the steps' can expose vulnerabilities or simply make them look an utter fool before their retinue. Use it to break formations, or merely break spirits.

Source Spell

Irresistible Dance

Source Spell Types

Individual Spell

Itch

25 points.

Lesser Hexes & Afflictions

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

30 seconds.

Description

A minor, yet effective, manipulation of the Lattice that inflicts an unbearable itch on the target, imposing a -2 penalty to DX for 30 seconds. The target may alleviate this by performing a Do Nothing maneuver to scratch for one full second.

Statistics

Affliction 1 (HT; Itching, +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/6, -15%; Sorcery, ‑15%) [25].

Archmagister's Counsel

This trivial curse, while rarely lethal, is a surprisingly effective way to disrupt an enemy's concentration or force them into a compromising position. It is best employed by those with a talent for subtle malice, regardless of their preferred Lattice-plucking methodology.

Source Spell

Itch

Source Spell Types

Individual Spell

Jam Radio

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

Technological

Keywords

Buff, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This Lattice manipulation blocks radio signals to and from a single target for 3 minutes. External operators attempting to interact with the target via radio suffer a -5 penalty per level of this spell to their Electronic Operation (Comm) skill. Cost is 26 points for level 1, then an additional 14 points per level.

Statistics

Affliction 1 (HT; Advantage, Jam Radio 1, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [26]. Additional levels add more levels of Jam Radio (+70%) [+14]. Note: Each level of “Jam Radio” is Obscure 5 (Radio; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [14].

Archmagister's Counsel

When monitoring enemy communications, know that a sudden, inexplicable silence might not be a broken device, but rather a deliberate magical suppression by a sorcerer. Always suspect deliberate interference until proven otherwise.

Source Spell

Jam Radio

Source Spell Types

Individual Spell

Join Plants

26 points/level.

Plant Lore, Speech, and Passage

Keywords

Control, Debuff, Defense, Persistent, Resisted-Variable, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Indefinite or 1 second.

Description

This manipulation of the Lattice fuses plant matter. Higher levels of this sorcerous working permit the joining of larger quantities of plant material. The cost is 26 points per level, with an indefinite duration, or 1 second if control is lost.

Statistics

Control Wood (Accessibility, Only to join plants, -80%; Magical, -10%; Reduced Fatigue Cost, +20%; Vital Manipulation, +100%) [26/level].

Archmagister's Counsel

Have your foresters learn this. A living wall that grows into place is far more formidable than anything a stonemason can build, and it requires no upkeep, unlike those expensive golems the Guild pushes.

Source Spell

Join Plants

Source Spell Types

Individual Spell

Jolt

16 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice projects an arc of electricity targeting a subject up to 10 yards away. Successfully hit, the subject must resist with a HT+DR roll, where metal armor counts as DR 1. At ranges beyond 5 yards, they suffer an additional +3 penalty to this resistance. Failure results in immediate stunning. Normal HT rolls can be made on subsequent turns to recover.

Statistics

Affliction 1 (HT; Increased 1/2D, 5x, +10%; Reduced Range, 1/5, -20%; Sorcery, ‑15%; Surge, Arcing, Only for the purpose of DR bonus reduction, +80%) [16].

Archmagister's Counsel

A fine option for disabling a single target quickly. Observe how a quick jolt to a guard's vitals ensures their 'cooperation' with the 'invitation' to your Lord's dungeon. No fuss, just results.

Source Spell

Jolt

Source Spell Types

Least Spells

Juggernaut Armor

21 points for level 1 + 9 points/additional level.

Armor & Battle Shells, Force

Keywords

Buff, Control, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working reinforces the subject and their carried equipment with an unseen field of pure force, but only from the front. This grants DR equal to double the spell's level (e.g., Juggernaut Armor 3 adds DR 6), which stacks with mundane armor against attacks from the front. The effect lasts for three minutes per casting.

Statistics

Affliction 1 (HT; Advantage, Juggernaut Armor 1, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Additional levels add further Juggernaut Armor to the Advantage enhancement [+9]. Notes: Each level of “Juggernaut Armor” is Damage Resistance 2 (Directional, Front, -20%; Force Field, +20%; Magical, -10%) [9].

Archmagister's Counsel

Equip your shock troops with this field and watch them march through lesser defenses. Directional, yes, but when you’re pushing the line, the front is all that matters.

Source Spell

Juggernaut Armor

Source Spell Types

Force Spells

Jump

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

Speed, Haste, and Handling

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 increases the subject's Basic Move by an additional 2 per level, strictly for the purpose of calculating jumping distance. It costs 15 points for level 1, plus 3 points per additional level, and lasts for 3 minutes, with a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Jump 1, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Additional levels add further Jump to the Advantage enhancement [+3]. Note: Each level of “Jump” is Basic Move 2 (Only to determine jumping distance, -60%; Magical, -10%) [3].

Archmagister's Counsel

Don't bother with ladders, my Lord. A properly 'Gifted' agent can simply bound over walls, making short work of 'secure' perimeters and demonstrating that the art of entry requires only the proper application of force, not fiddly tools.

Source Spell

Jump

Source Spell Types

Individual Spell

Keen Taste and Smell

17 points for level 1 + 1.8 points/additional level.

Senses & Perception

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

Amplify a subject's taste and smell senses, granting a bonus equal to the spell's level (max. 4). This manipulation of the Lattice affects sentient beings (IQ 6+), lasting 30 minutes. Its point cost is 17 points for level 1, plus 1.8 points per additional level.

Statistics

Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Keen Taste and Smell, +20%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional levels add further Keen Taste and Smell to the Advantage enhancement (+20%) [+2*]. Notes: Each level of “Keen Taste and Smell” is Acute Taste and Smell 1 (Magical, -10%) [2]. * The maximum of 4 was chosen for convenience. If the GM wishes to remove the limit, they should keep in mind that the actual cost of each additional level of the spell is 1.8 points. That will affect the full cost for levels past 4.

Archmagister's Counsel

Understanding what your enemies consume, or the scents they leave behind, is invaluable intelligence. This spell, whether achieved through a Wizard's grimoire or a Sorcerer's innate gift, provides a tactical edge for any Lord who values preparation.

Source Spell

Keen Taste and Smell

Source Spell Types

Individual Spell

Keen Touch

17 points for level 1 + 1.8 points/additional level.

Senses & Perception

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice grants the subject a bonus to all Touch rolls equal to the spell's level, up to a maximum of 4*. This effect is limited to sapient beings (IQ 6+).

Statistics

Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Keen Touch, +20%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional levels add further Keen Touch to the Advantage enhancement (+20%) [+2*]. Notes: Each level of “Keen Touch” is Acute Touch 1 (Magical, -10%) [2]. * The maximum of 4 was chosen for convenience. If the GM wishes to remove the limit, they should keep in mind that the actual cost of each additional level of the spell is 1.8 points. That will affect the full cost for levels past 4.

Archmagister's Counsel

Ensure your spies can feel the grain of a forged document or the subtle difference in a poisoned chalice. Such 'keenness' often reveals secrets before a blade is ever drawn.

Source Spell

Keen Touch

Source Spell Types

Individual Spell

Keen Vision

17 points for level 1 + 1.8 points/additional level.

Senses & Perception

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice grants a willing, sapient subject a bonus to Vision equal to the spell's level, up to a maximum of +4. Cost is 17 points for the first level, then 1.8 points for each additional level. Duration is 30 minutes.

Statistics

Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Keen Vision, +20%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional levels add further Keen Vision to the Advantage enhancement (+20%) [+2*]. Notes: Each level of “Keen Vision” is Acute Vision 1 (Magical, -10%) [2]. * The maximum of 4 was chosen for convenience. If the GM wishes to remove the limit, they should keep in mind that the actual cost of each additional level of the spell is 1.8 points. That will affect the full cost for levels past 4.

Archmagister's Counsel

Ensure your scouts and marksmen are properly 'attuned' before a critical operation. It turns good eyes into great ones, which is far more useful than any Guild Cantrip for politeness.

Source Spell

Keen Vision

Source Spell Types

Individual Spell

Keyfinder

1 point.

Readings & Analysis

Keywords

Information

Casting Roll

None.

Range

Self

Duration

Instantaneous.

Description

This is not a spell, but a mental trick granting an eidetic recall, but only for the location of objects you own that you have misplaced. It simply helps you find what you already possess. It costs 1 point and is instantaneous.

Statistics

Eidetic Memory (Accessibility, Only to recall the location of items the caster possesses, -65%; Sorcery, -15%) [1].

Archmagister's Counsel

Rather less useful than a good quartermaster, but it occasionally spares the Royal from the embarrassment of misplacing his crown before a public address. Ensure your courtiers know it; time is money, even when searching for trifles.

Source Spell

Keyfinder

Source Spell Types

Least Spells

Knifehand

1 point.

Sorcerous Services & Rites

Keywords

Damage, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This minor warp of the Lattice allows the caster's hand to cut through soft materials such as bread or cake, acting as a convenient slicing tool. The effect is limited to slow, controlled movements, rendering it useless for combat or rapid actions.

Statistics

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

Archmagister's Counsel

While trivial, this spell can save costs on cutlery for sustained feasts or provide a quick, discreet way to portion delicacies. A curious application for those who prefer to keep their hands busy, though hardly a battle-changer.

Source Spell

Knifehand

Source Spell Types

Individual Spell

Knockback Suppression

32 points.

Force

Keywords

Buff, Control, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working prevents an affected weapon from inflicting knockback, effectively applying a "No Knockback" limitation. It costs 32 points, has a range of 100 yards, lasts for three minutes, and requires no casting roll, only aiming with Innate Attack (Gaze).

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Knockback Suppression, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Notes: “Knockback Suppression” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Supreme Control imbuement skill.

Archmagister's Counsel

Lords and their advisors should note that this manipulation, while seemingly minor, allows for controlled, unmoving targets. No need for your archers to spend time chasing down a foe that simply bounces away.

Source Spell

Knockback Suppression

Source Spell Types

Individual Spell

Knockout

45 points.

Pain, Stun, and Collapse

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

15 seconds.

Description

This brutal manipulation of the Lattice renders any sapient being unconscious for 15 seconds. After the initial collapse, the subject is stunned, and may roll against their HT each second to recover. There is no defense against this other than sheer willpower. The cost is 45 points, and the range is effectively unlimited, making it a favorite of those who prefer to end conflicts before they start.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/10, -20%; Sorcery, 15%; Unconsciousness, +200%) [45].

Archmagister's Counsel

Unconscious enemies can't speak, can't fight, and generally can't cause trouble for your Lord. A precisely timed blow like this from a gifted Sorcerer can prevent a riot or capture a key intelligence target with minimal fuss. Your network of advisors should know how effective this is, and how easily it can be used against nobles who fancy themselves immune to the practical arts.

Source Spell

Knockout

Source Spell Types

Individual Spell

Knot

33 points.

Breaking, Shattering, and Ruin

Keywords

Buff, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent. Ties a knot that cannot be untied without magic (though the rope can be cut, of course). The knot unties when someone says the password (specified at casting) while touching the rope at any point along its length. Thus, a rope tied at the top of a cliff will come loose when someone at the bottom of the cliff says the password, if he can touch the rope. The Undo spell also unties a Knot spell.

Description

This spell, like some lesser forms of Immovable Stance, creates a magical knot that is permanent unless the designated password is spoken while touching the rope, or by using the "Undo" spell. It can be aimed up to 100 yards and, while formidable, it does not prevent someone from simply cutting the rope.

Statistics

Affliction 1 (HT; Accessibility, Only on ropes and similar objects, -40%; Advantage, Knot, +100%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [33]. Note: “Knot” is Unusual Training (Immovable Stance, Variant) [1] + Immovable Stance (H) DX [4] modified with Cosmic, No die roll required, +100% and Magical, -10% for a final cost of 10 points.

Archmagister's Counsel

Never underestimate the power of inconvenience. Use this to secure vital supplies, lock down a rebellious cell, or simply infuriate a rival by ensuring their escape routes are always just a little bit harder to access. The mere threat of an unyielding knot can be as potent as its physical reality.

Source Spell

Knot

Source Spell Types

Making & Breaking Spells

Know Illusion

8 points.

Detection & Appraisal, Illusion & Creation

Keywords

Information

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Determines whether the subject (person, object, or area) is an illusion or a creation. The GM will secretly roll against the caster’s IQ minus range penalties (p. B550) to the subject, which the caster must be able to see. If the sorcerer is familiar with the illusion or creation spells in question, this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer.

Description

This spell, a direct plucking of the Lattice, instantly discerns if a visible subject, be it person, object, or area, is an illusion or a magical creation. The casting roll is against IQ, with standard range penalties. Familiarity with the specific illusion or creation spells will reveal their nature; otherwise, the margin of success dictates the detail of information gained.

Statistics

Detect (Illusions; Link, +10%; Sorcery, ‑15%; Vision-Based, ‑20%) [4] + Detect (Creations; Link, +10%; Sorcery, ‑15%; Vision-Based, ‑20%) [4].

Archmagister's Counsel

Never trust what you see until your own magi have confirmed its veracity with this spell. Better to appear overly cautious than to find your treasury 'filled' with phantoms or your enemies marching through a created, illusory gate.

Source Spell

Know Illusion

Source Spell Types

Illusion Spells

Know Location

1 point.

Readings & Analysis

Keywords

Information

Casting Roll

None.

Range

Self.

Duration

Instantaneous. Gives the caster a reasonable idea of his geographical location (to within a couple of miles). This will be expressed in terms of the nearest named features that the caster has heard of (if in doubt as to whether or not the caster has heard of the feature, the GM should roll against the caster’s Area Knowledge). For example, “You are in Bangkok, roughly 100 meters north of Siam Paragon.”

Description

This instantaneous manipulation of The Lattice grants the caster a reasonable understanding of their geographical location, accurate to within a few miles. The information is provided in reference to named local features familiar to the caster, as determined by the GM, potentially requiring an Area Knowledge roll. For example, 'You are in Bangkok, roughly 100 meters north of Siam Paragon.' Its cost is 1 point.

Statistics

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

Archmagister's Counsel

Understanding where you are prevents you from accidentally marching your troops into enemy territory, or worse, getting lost on the way to a celebratory feast. A basic, yet critical, piece of intelligence for any Lord.

Source Spell

Know Location

Source Spell Types

Individual Spell

Know Recipe

17 points.

Readings & Analysis

Keywords

Information, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.When cast on any item of food, this spell lets the caster determine its recipe.

Description

This instant spell, costing 17 points, allows the caster to discern the recipe of any food, and with a -2 penalty, alchemical or chemical compounds, by touch. Failure means no information is gained, and the attempt cannot be repeated for 24 hours.

Statistics

Psychometry (Accessibility, Food and Chemicals Only, -30%; Accessibility, Only to learn recipe, -30%; Active Only, -20%; Directed, +50%; Sensitive, +30%; Sorcery, -15%) [17].

Archmagister's Counsel

Understanding what your enemies consume and create is often more valuable than knowing what they fear. This spell dissects their sustenance and their subtle poisons. Ignorance in these matters is a slow death.

Source Spell

Know Recipe

Source Spell Types

Individual Spell

Know Thyself

1 or 11 points.

Detection & Appraisal

Keywords

Buff, Information, No-Signature, Persistent, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim the improved version.

Range

Self or 100 yards.

Duration

Indefinite or 1 minute. Subject’s thoughts become more organized. The subject gains +1 to Public Speaking and Teaching, but only when they are truthfully presenting their knowledge. Listeners receive +1 to Detect Lies and Interrogation to confirm subject is not lying. The subject must be a sapient (IQ 6+) creature. The basic (1-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. The improved (11-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.

Description

This spell organizes the subject's thoughts, granting +1 to Public Speaking and Teaching when they speak truthfully. Conversely, listeners gain +1 to Detect Lies and Interrogation when assessing the subject’s veracity. The basic 1-point version affects only the caster and is indefinite; the improved 11-point version targets anyone at 100 yards for 1 minute and needs no maintenance. Only sapient beings (IQ 6+) are affected.

Statistics

The basic version is Know Thyself (Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Know Thyself, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [11]. Note: “Know Thyself” is Know Thyself (Magical, -10%) [1].

Archmagister's Counsel

A Lord who habitually employs this spell will find their advisors perceive them as more honest. This in turn makes the Lord seem more credible than the pathetic wizards who rely on flashy displays that scream 'I’M LYING' to anyone with sense.

Source Spell

Know Thyself

Source Spell Types

Least Spells

Know True Shape

4 points.

Readings & Analysis, Creation, Shape, and Matter

Keywords

Information

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Determines whether the subject is under any kind of Shapeshifting spell or similar magical effect, including Alter Visage, Alter Body, and illusions. The GM will secretly roll against the caster’s IQ minus range penalties (p. B550) to the subject, which the caster must be able to see. If the sorcerer is familiar with the shapeshifting effects in question, this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer.

Description

This spell determines if a subject is under any active shapeshifting magic, ranging from simple illusions to full body alterations. The caster rolls against their IQ, adjusted for range penalties. If the caster is familiar with the specific illusion or shapeshifting effect, it is revealed directly. Otherwise, the GM uses the margin of success to dictate the level of information provided about the nature of the shape-altering magic.

Statistics

Detect (Shapeshifters; Sorcery, -15%; Vision-Based, -20%) [4].

Archmagister's Counsel

Never trust appearances, especially in court. Use this spell to unmask potential infiltrators or confirm if that new 'ally' is truly who they claim to be. The Lattice reveals all, regardless of whether a Wizard’s Guild degree or raw Sorcerous talent is used to pluck its threads.

Source Spell

Know True Shape

Source Spell Types

Individual Spell

Laminate Force Field

18 points for level 1 + 6 points/additional level.

Missiles, Jets, and Rays, Force

Keywords

Buff, Control, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This spell weaves an invisible force field around a subject, providing DR equal to the spell's level, which stacks with their existing armor. Each level enhances this protective manipulation of the Lattice by 1 DR, costing 18 points for the first level and 6 points per additional level. It can be projected up to 100 yards and lasts for three minutes.

Statistics

Affliction 1 (HT; Advantage, Laminate Force Field 1, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [18]. Additional levels add further Laminate Force Field to the Advantage enhancement [+6]. Notes: Each level of “Laminate Force Field” is Damage Resistance 1 (Force Field, +20%; Laminate, +10%; Magical, -10%) [6].

Archmagister's Counsel

Equip your elite guard with this. An extra DR on a soldier means one less hole in your line, and one more hole in the enemy's. The Guild wouldn't understand; they're too busy debating the appropriate incantation for 'not dying'.

Source Spell

Laminate Force Field

Source Spell Types

Individual Spell

Laser Eyes

4 points/level.

Missiles, Jets, and Rays

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

100 yards.

Duration

Instantaneous. Same as Sunbolt (GURPS Thaumatology: Sorcery, page 19), but the projectile originates from the eyes, changing the skill required to hit.

Description

A controlled emission of burning energy, much like a Sunbolt, but originating from the eyes. This attack causes 1d of burning damage per level, up to 6d, with an effective range of 100 yards. The energy is sunlight-like, a fact that can be exploited by the clever, and reflected by the wily. The cost is 4 points per level, and hitting the target requires an Innate Attack (Gaze) roll.

Statistics

Burning Attack (Nuisance Effect, Reflective, -5%; Sorcery, -15%) [4/level]. Notes: The beam counting as sunlight is not a modifier, simply the attack’s description. The Nuisance Effect covers the collective rules for mirrors, which are slightly more punitive than useful.

Archmagister's Counsel

Have your gifted operate in low-light conditions; the reflection of this gaze from wet surfaces or metallic armor might just be the advantage you need to bypass a troublesome guard without direct engagement. Subtlety, my Lord, is as effective as raw power.

Source Spell

Laser Eyes

Source Spell Types

Individual Spell

Lava Bolt

80 points.

Stone, Soil, and Sand, Flame Assaults & Battlefire

Keywords

Cyclic, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This brutal manipulation of the Lattice conjures a softball-sized glob of molten rock, hurled at a single target. It inflicts 3d burning damage with an armor divisor of 0.2, meaning it ignores 80% of mundane armor. The truly vicious part is its persistent burn: the target takes that damage again for five consecutive seconds, even with the initial hit. Treat as an Innate Attack (Projectile) with a range of 100 yards; standard range penalties apply.

Statistics

Burning Attack 3d (Armor Divisor, (0.2), -50%; Cyclic, 5 1-second cycles, +500%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [80].

Archmagister's Counsel

When you need a target utterly annihilated, not merely inconvenienced, this is your Lattice-work. It's less a bolt and more a protracted, fiery dissolution. Useful for softening up stubborn siege engines or particularly well-armored fools.

Source Spell

Lava Bolt

Source Spell Types

Lava Spells

Leak

38 points.

Lesser Hexes & Afflictions

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This trifling manipulation of the Lattice causes a container to inevitably lose its contents. Each time an item is placed within the subject container, a roll against 3d is made. On a result of 17 or 18, the item vanishes. The effect persists for one day and is resisted by the target's HT. The true power lies not in the effect, but in the insidious, nearly untraceable nature of this Malediction, leaving no signature of its magical origin.

Statistics

Affliction 1 (HT; Accessibility, Only on containers, -20%; Disadvantage, Kleptomania (9), Variant, +22%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [38].

Archmagister's Counsel

Understanding this whisper of the Lattice is crucial, my Lord. It allows one to subtly undermine a merchant's inventory or an enemy's supplies, gradually bleeding them dry without leaving so much as a magical footprint. Consider the quiet sabotage, rather than the flashy fireball.

Source Spell

Leak

Source Spell Types

Individual Spell

Lecanomancy

38 or 88 points.

Divination & Omens

Keywords

Information, Touch

Casting Roll

IQ-5. Special casting time (see below).

Range

Touch.

Duration

Instantaneous. As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.Lecanomancy is divination by observing the results of casting objects into water. Like augury, lecanomancy takes different forms in different cultures. Some diviners pour molten metal into water to observe the shapes the metal takes, while others examine tea leaves or simply throw stones into a pool and observe the ripples. Lecanomancy is invariably vague, and is always subject to a -5 penalty.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.” Lecanomancy is more efficient when it comes to time – halve the time penalties.The basic (38-point) version of this spell requires 10 minutes to cast! The improved (88-point) version requires only the usual one or two seconds.

Description

Lecanomancy is a subtle manipulation of the Lattice that reveals glimpses of truth through the patterns observed when casting objects into water. Like any significant insight, it is vague by nature, incurring a base -5 penalty to the casting roll (IQ-5). Inquiries about the past or future are subject to time penalties as per Long-Distance Modifiers (p. B241), where 'miles' are 'weeks,' though this spell halves those penalties. The basic iteration (38 points) demands a 10-minute casting ritual, while the improved version (88 points) is nearly instantaneous.

Statistics

Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, halved, -5%; Reduced Fatigue Cost 1, +20%; Reliable 3, +15%; Requires objects thrown in water, -10%) [38]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

This 'water scrying' is the common folk's parlor trick, but even a common parlor trick can reveal truths if the caster is skilled. Remember, any diviner, Sorcerer or Wizard, can see what you've done or plan to do if you aren't careful about how you stir the Lattice yourself.

Source Spell

Lecanomancy

Source Spell Types

Individual Spell

Lend Energy

27 points.

Healing, Energy

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a subject, you may immediately heal him 1 FP per 1 FP spent to cast this spell (this spell may cost any amount of FP to cast, unlike normal spells). You may lend energy to subjects of your own race and any “similar” races (GM’s call); e.g., a human can lend energy to other humans but not dogs or plants. This spell cannot increase the subject’s FP score above its normal maximum. Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful lending. Failure costs you 1d FP instead of the usual 1 FP!

Description

This manipulation of the Lattice instantaneously restores 1 FP to a subject for each 1 FP you expend, requiring physical contact. There is no limit to the FP you may spend. It is only effective on your own or similar races and cannot exceed the subject's normal maximum FP. An unconscious target imparts a -2 penalty to your casting roll, and repeated uses on the same individual within a day incur a cumulative -3 penalty per success. Failure to properly pluck this thread exacts a price of 1d FP from you.

Statistics

Healing (Heals Fatigue Only, +0%; Magical, -10%) [27].

Archmagister's Counsel

Have your 'Gifted' individuals use this to maintain the stamina of your front-line forces. A well-rested soldier fights harder than a dozen winded ones, regardless of how many spells were slung their way.

Source Spell

Lend Energy

Source Spell Types

Healing Spells

Lend Language

31 points.

Communication & Empathy

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Subject gains a language (sapient creatures only) at the caster’s comprehension level or Accented – whichever is less. The caster must know the language in question.

Description

This spell allows the caster to temporarily grant knowledge of a language to a sapient subject within 100 yards. The borrowed language lasts 30 minutes, with the subject acquiring it at the caster's proficiency or 'Accented' — whichever is worse. The caster must, of course, already know the language they are lending. This is not some miracle of creation; it's simply a temporary transfer of existing knowledge threads in The Lattice.

Statistics

Affliction 1 (HT; Accessibility, Sapient Creatures Only, -10%; Advantage, Lend Language, +160%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [31]. Note: “Lend Language” is Cosmic Power 4 (Limited, One Known Language, -50%; Magical, -10%) [16].

Archmagister's Counsel

This particular manipulation is invaluable for securing intelligence or forging alliances. What better way to 'negotiate' with a foreign diplomat than to ensure your spy speaks their tongue, even if only for a short, crucial window? The Guild would call it 'impolite'; I call it efficient.

Source Spell

Lend Language

Source Spell Types

Communication and Empathy Spells

Lend Power

13 points/level.

Mana, Ley, and Power

Keywords

Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous or until depleted.

Description

This 'Lattice-work' allows you to channel your raw energy into a device, powering it directly. It costs 13 points per level of power required, drawn from your own energy reserves until depleted or contact is broken. The Guild calls it 'Lend Power'; I call it a quick way to get your contraptions working when the ley lines are out.

Statistics

Create Electricity (Accessibility, Cannot directly charge batteries, -10%; Accessibility, Only to power devices, -30%; Magical, -10%; Nuisance Effect, Breaks if the caster breaks contact, -5%; Reduced Fatigue Cost 1, +20%) [13/level].

Archmagister's Counsel

Why bother with fussy batteries when you've got a perfectly good source of power right here? Use this to keep your automatons marching even when the engineers are fumbling with their wires.

Source Spell

Lend Power

Source Spell Types

Power Spells

Lend Skill

31 points.

Communication & Empathy

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Subject (sapient creatures only) gains a single skill the caster knows. Spells cannot be granted this way. The caster can lend the equivalent of 4 character points (e.g., if he lends a Hard skill, the subject would know it at IQ+0). The subject cannot have more points in the skill than the caster.

Description

This Lattice-work bestows a single skill the caster possesses upon a sapient subject, lasting 30 minutes. Spells are exempt. The borrowed skill is limited to 4 character points, meaning a Hard skill would be learned at IQ+0. The subject cannot exceed the caster's proficiency in that skill. No casting roll, merely aim with Innate Attack (Gaze), up to 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Sapient Creatures Only, -10%; Advantage, Lend Skill, +160%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [31]. Note: “Lend Skill” is Cosmic Power 4 (Accessibility, Subject cannot have relative skill level better than the caster, -10%; Limited, One Skill, -40%; Magical, -10%) [16].

Archmagister's Counsel

Consider this less a skill exchange and more a tactical deployment. If your guard captain is useless with a bow, a quick 'Lend Skill' before the ambush and suddenly he's a temporary archer. Effectiveness, not training, wins battles.

Source Spell

Lend Skill

Source Spell Types

Communication and Empathy Spells

Lend Spell

33 points for level 1 + 9 points/additional level.

Countermagic & Suppression

Keywords

Buff, Control, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice transfers control of an already cast and maintained spell from the caster to a subject. The caster surrenders all control over that specific spell. The cost is 33 points for the first level, granting control over one such spell, plus 9 points for each additional level, allowing control over more. The effect lasts 30 minutes. No casting roll is needed, but an Innate Attack (Gaze) roll is used to aim at a target up to 100 yards away.

Statistics

Affliction 1 (HT; Accessibility, Only on other spellcasters, -30%; Advantage, Lend Spell 1, +240%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [33]. Additional levels add further Lend Spell to the Advantage enhancement (+90%) [+9]. Note: The first level of “Lend Spell” is Control Magic 1 (Accessibility, Only to control parameters of a spell cast by the caster, -50%; Magical, -10%; Ranged, +40%) [24]. Each additional level adds Control Magic +1 (Accessibility, Only to control parameters of a spell cast by the caster, -50%; Magical, -10%; Only increases area of effect, ‑50%; Ranged, +40%) [9/level].

Archmagister's Counsel

Understanding this nuance of the Lattice means you can empower your subordinates to maintain vital defenses or complex illusions, freeing your primary Sorcerer for more active engagement. The Guild claims this defies proper 'jurisdiction,' but I say a king wants results, not paperwork.

Source Spell

Lend Spell

Source Spell Types

Assorted Spells

Lend Vitality

14 points.

Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

1 hour. By making physical contact with a subject, you may temporarily heal him 1d HP. This also automatically stops any bleeding. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants. Healed HP disappear when the spell ends. Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

Upon physical contact, this manipulation of The Lattice grants 1d temporary HP and immediately staunches any bleeding. The effect lasts one hour, after which the granted HP vanish. You may restore those of your own racial lineage or sufficiently similar races, at the GM’s discretion. Casting on an unconscious subject incurs a -2 penalty. Subsequent applications on the same subject within a day suffer a cumulative -3 penalty. A failed attempt extracts 1d Fatigue Points from you, rather than the standard 1 FP.

Statistics

Healing (Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Injuries Only, -20%; Magical, -10%; Maximum Duration, 1 hour, -10%; Reduced Fatigue Cost 1, +20%) [14]. Note: The 4 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

This spell is crude, but effective for keeping a warrior on his feet just long enough to finish the fight, preventing a minor wound from becoming a fatal drain. Do not mistake temporary aid for true healing.

Source Spell

Lend Vitality

Source Spell Types

Healing Spells

Lengthen Limb

4.5 points/level*.

Body Forms, Limbs, and Alteration

Keywords

Damage, Persistent, Utility

Casting Roll

IQ.

Range

Self.

Duration

Indefinite.

Description

Each level of this manipulation extends the caster's limbs, increasing effective SM by +1 for any limb without altering overall SM. This is a persistent effect, requiring an IQ roll to maintain.

Statistics

Stretching 1 (Limbs Only, +0%; Requires IQ Roll, -10%; Sorcery, -15%) [4.5/level*]. * Calculate the total cost and round up.

Archmagister's Counsel

Your scouts will appreciate this one when they need to reach that high window or retrieve a dropped item from a perilous chasm. It is a small advantage, but advantages win wars.

Source Spell

Lengthen Limb

Source Spell Types

Limb Spells

Lesser Flight

30 or 38 points.

Ways, Passage, and Travel, Radiance, Sight, and Reflection

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 allows the subject to fly, albeit slowly, at a Move of 1 for 3 minutes. For 8 additional points, one may achieve a Move equal to the target's Basic Speed. Atmospheric dangers still apply, so proper protection is advised.

Statistics

Affliction 1 (HT; Advantage, Lesser Flight, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [30]. Notes: “Lesser Flight” is Flight (Slow, Move 1, -45%; Magical, -10%) [18]. The improved version replaces Slow, Move 1, -45% with Slow, Basic Speed, -25% (+80%) [+8].

Archmagister's Counsel

You want to bypass walls without drawing undue attention? Or send scouts past enemy lines without resorting to mundane horses? This is your answer. Just be sure your 'flying' asset isn't relying on oxygen at high altitudes.

Source Spell

Lesser Flight

Source Spell Types

Flight Spells

Lesser Polymorph

20 points or more; see text.

Shapeshifting & Polymorph

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the caster to assume different forms at will, precisely as if they possessed the Morph advantage. The transformation process takes 10 seconds to complete. The cost is 20 points for a basic cosmetic transformation, with additional costs for more profound changes, maintaining existing shape, or extending the effect beyond mere appearance.

Statistics

Morph (Cosmetic, -50%; Retains Shape, -20%; Sorcery, -15%) [20].

Archmagister's Counsel

A useful ability for agents, spies, or even nobles who wish to move unrecognized amongst the rabble. Pay attention to its manifestations; if you see a person's features shift too cleanly, a Lesser Polymorph is likely at play, and that person is almost certainly not what they seem.

Source Spell

Lesser Polymorph

Source Spell Types

Individual Spell

Lesser Restoration

53 points.

Healing, Holy

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. Your touch can neutralize ongoing Afflictions – including the Affliction-like effects of the Side Effect and Symptoms enhancements. This requires an IQ roll at -1 per full +50% the target effect is worth as an enhancement to Affliction. This costs 1 FP. For instance, blindness is a +50% Disadvantage enhancement, so to cure blindness caused by Affliction, Side Effect, or Symptoms would require a roll at -1. The target exhales a shimmering, golden puff of breath as the adverse conditions disappear.Your casting roll is at ‑2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative ‑3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

This manipulation of the Lattice neutralizes ongoing Afflictions, including those effects from Side Effect and Symptoms enhancements. An IQ roll is required, penalized by -1 for each full +50% enhancement value of the Affliction being cured. Curing blindness, for example, will inflict a -1 penalty. Your casting roll is at -2 if the subject is unconscious. If applied more than once per day to the same subject, apply a cumulative -3 penalty per successful use. Failure costs 1d FP instead of 1 FP.

Statistics

Healing (Affects Self, +50%; Affliction Only, -40%; Capped, 2 FP, ‑25%; Magical, ‑10%; Reduced Fatigue Cost 1, +20%; Xenohealing, Anything Alive, +80%) [53].

Archmagister's Counsel

While the Guild argues endlessly about 'pure' versus 'corrupt' magic for healing, this spell simply removes the unpleasantness, regardless of its origin. A king cannot lead when his captains are incapacitated by some witch's curse, can he? Use it. And ignore the prattling about 'divine' intervention; it's simply efficient Lattice-work.

Source Spell

Lesser Restoration

Source Spell Types

Angelic Spells

Lesser Wish

155 points.

Grand Arcana & Constructs

Keywords

Utility

Casting Roll

IQ. Special casting time.

Range

Self.

Duration

Instantaneous. Once per hour of play (or one day game time, decide with your GM what method you are going to use beforehand), you may make an IQ roll to specify the result of any one die roll made in his presence, just before that roll is made – except a die roll involving magic. This is not an “action.” It takes no time, and may be done at any time, but the spell must be active. Wholly impossible attempts cannot succeed (the effective skill level must be at least 3), but you can choose any result that would be possible – however improbable – on a single normal die roll.

Description

This rare and potent manipulation of the Lattice allows the subject to influence the outcome of a single die roll, once per hour of play or game day. To activate it, the subject makes an IQ roll. If successful, they may specify the result of any single die roll made in their presence, *before* it is made, provided that die roll does not pertain to magic. This is not an action and takes no time; it merely requires the spell to be active. Impossible outcomes (effective skill below 3) cannot be chosen, but any otherwise possible result, however improbable, is achievable.

Statistics

Super Luck (Accessibility, Cannot affect magic rolls, -20%; Requires IQ Roll, -10%; Sorcery, -15%; Wishing, +100%) [155].

Archmagister's Counsel

Possessing true foresight over the Lattice’s whims is a kingmaker. You will use this not to avoid minor inconveniences, but to turn decisive battles, secure critical alliances, or pass judgments that shape kingdoms. That old fool of a Guild Master still can't comprehend that magic is magic, no matter how it manifests.

Source Spell

Lesser Wish

Source Spell Types

Individual Spell

Lesser Zombie

9 points.

Summoning

Keywords

Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite, see text.The caster touches a corpse that had ST 5 or less, IQ 6 or less, and SM -2 or less and animates it.

Description

This unsightly stitch in the Lattice raises a corpse with ST 5 or less, IQ 6 or less, and SM -2 or less, animating it as a subservient undead. It’s an Ally (25%) with adjustments for being constantly present, small, unable to provide information, conjured, magical, and requiring a body. The creature's characteristics derive directly from the original cadaver – a rather messy form of necromancy, but effective.

Statistics

Ally (Lesser Zombie; Built on 25%; Constantly, no roll required; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Magical, -10%; Minion, +0%; Requires a body, -20%) [9].

Archmagister's Counsel

You wish to clear out a rat-infested cellar without risking a single guard? Or perhaps you need a new distraction while your more valuable assets retreat. A dead peasant makes a fine, expendable pawn; that’s the ‘wizardry’ of it. Don't waste your breath on the Guild's hand-wringing about 'ethics'; the Lattice doesn't judge, it simply responds.

Source Spell

Lesser Zombie

Source Spell Types

Forgotten Spells

Lethal Lightning

32.5 points/level*.

Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather

Keywords

Damage, Defense, Missile, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice forms a searing electrical discharge, dealing 1d burning surge damage per power level. Metallic armor offers scant protection, counting as DR 1, while other armors function as usual. Striking conductors can lead to unpredictable arcing, and severe hits may cause unconsciousness, impaired dexterity, or even cardiac arrest.

Statistics

Burning Attack 1d (Nuisance Effect, Behaves erratically around conductors, -5%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Unconsciousness and DX-2, plus Heart Attack on a failure by 5 or a critical failure, +470%) [32.5/level*]. * Calculate the total cost and then round up.

Archmagister's Counsel

You wish to eliminate a heavily armored threat while minimizing collateral? Direct a Sorcerer to unleash this. The Guild would dither with complex enchantments; a Sorcerer simply plucks the thread of raw power.

Source Spell

Lethal Lightning

Source Spell Types

Individual Spell

Levitation

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

Grand Arcana & Constructs

Keywords

Control, Persistent, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice allows a practitioner to lift and move living creatures at a range of 10 yards, as if wielding hands with ST equal to four times their Levitation level. This effect endures indefinitely.

Statistics

Telekinesis 4 (Accessibility, Living Creatures Only, -10%; Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; No Fine Manipulations, -20%; Sorcery, -15%) [6]. Each additional level adds Telekinesis 4 (Accessibility, Living Creatures Only, -10%; Cannot Grapple, -5%; Cannot Punch, -10%; Cannot Throw, -10%; Lift Only, -20%; No Fine Manipulations, -20%; Sorcery, -15%) [4].

Archmagister's Counsel

A useful trick for separating an unruly bravo from the crowd, or for bringing a reluctant diplomat to the negotiating table. The Guild calls it 'subtlety'; I call it efficient crowd control.

Source Spell

Levitation

Source Spell Types

Individual Spell

Ley Buffer

15 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

One minute.

Description

This working, useful only when cast on a subject utilizing Ley Tap, reduces Energy Reserve replenishment on a megaline to one point per minute and eliminates the hazardous side effects of drawing on its energy. It costs 15 points, targets at 100 yards with no casting roll (aimed as Innate Attack (Gaze)), and lasts one minute. This may also be considered a Meta spell.

Statistics

Affliction 1 (HT; Fixed Duration, +0%; Increased 1/2D, 10¥, +15%; Negated Advantage, Regeneration (Very Fast; Environmental, Megaline, -80%; ER Only, -0%; Magical, -10%), +20%; Negated Advantage, Wild Mana Generator (Environmental, Megaline, -80%; Magical, -10%), +20%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [15]. Note: This spell originally appeared in GURPS Thaumatology: Urban Magics.

Archmagister's Counsel

If you're going to put your gifted mages on a megaline, ensure they are protected. I would rather you spend resources on this Lattice-work than on finding replacements for those who have been reduced to gibbering idiots by its raw power.

Source Spell

Ley Buffer

Source Spell Types

Individual Spell

Ley Float

18 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This working allows a single solid vehicle or structure to hover precisely 5 feet above a ley line. Costs 18 points, lasts 30 minutes, and has a range of 100 yards. A powered vehicle retains its ground Move; unpowered vehicles or structures can be towed. No casting roll required, but Innate Attack (Gaze) is used for aiming.

Statistics

Affliction 1 (HT; Accessibility, Only on vehicles and structures, -30%; Advantage, Ley Float, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [18]. Notes: “Ley Float” is Walk on Air (Environmental, Ley Line, -40%; Magical, -10%; Maximum Height, 5 feet, -25%) [5]. This spell originally appeared in GURPS Thaumatology: Urban Magics.

Archmagister's Counsel

Levitation, but for objects too large to be bothered with. Useful for moving siege engines or escaping blockades; less useful for hiding from your creditors.

Source Spell

Ley Float

Source Spell Types

Individual Spell

Ley Line Creation

29 points or more.

Mana, Ley, and Power

Keywords

Control, Persistent, Summoning, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Unlimited*.

Duration

Truly Permanent. By performing a ritual that requires eight hours of unbroken concentration and spending of one character point, the caster permanently creates a new ley line. This must link two points of high or very high mana; if either point has very high mana, the result is a megaline. Use Long-Distance Modifiers (p. B241) based on the sum of the distances to the two points being linked. The spell cannot be dispelled once successfully cast, but casting Suspend Mana on either endpoint halts the ley line effects, and Drain Mana destroys the line. The Intensity of the created ley line is equal to Ley Line Creation level, but the caster can always opt to create a ley line of a lower Intensity. Since this spell is character-point powered, its actual cost is divided by five as follows: Level Actual Cost Full Cost 1 141 points 29 points 2 282 points 57 points 3 423 points 85 points 4 564 points 113 points 5 705 points 141 points 6 846 points 170 points May also be treated as an Enchantment spell and a Meta spell.

Description

This ritual constructs a permanent ley line between two points of naturally high or very high mana, costing one character point and eight hours of uninterrupted focus. If either point possesses very high mana, the result is a megaline. The intensity of the created line matches the spell's level, though a lower intensity can be chosen. The effective full cost is 29 points per level, adjusted for traits like its truly permanent duration and global range.

Statistics

Control Magic 1 (Accessibility, Only to link two points of high or very high mana with a ley line, -55%; Extended Duration on Persistent, Truly Permanent, +300%; Immediate Preparation Required, 8 hours, -90%; Increased Range, 200,000x, +160%; Persistent, +40%; Ranged, +40%; Short-Range 1, -10%; Sorcery, -15%) [29]. Note: This spell originally appeared in GURPS Thaumatology: Urban Magics. * Unlimited range assumes a global range on an Earth-like world. The actual range is 20,000,000 yards or 11,363 miles.

Archmagister's Counsel

This isn't just a parlor trick for some academic's study; it's how you redraw the maps of magical influence. Connect two centers of power, and you centralize the flow, making it easier for your own mages to draw on that natural wellspring of the Lattice.

Source Spell

Ley Line Creation

Source Spell Types

Individual Spell

Ley Running

25 points.

Mana, Ley, and Power

Keywords

Control, Persistent, Summoning, Utility

Casting Roll

None. Does not cost FP.

Range

Self.

Duration

Indefinite.

Description

This Persistent utility manipulates the Lattice to grant the caster Regeneration (Fast/Magical) for Fatigue Points while running along a ley line at full Move. The speed of FP recovery is contingent on the ley line's Intensity: a line of Intensity 2-3 provides a +19% Alternative Enhancement (Reduced Time 1), while a line of Intensity 4 or higher grants a +36% Alternative Enhancement (Reduced Time 2). This means you recover FP faster on stronger lines, but only if you're actually moving along them.

Statistics

Regeneration (Fast; Accessibility, Only regenerates FP spent on running, -10%; Accessibility, Only when moving at full Move, -30%; Alternative Enhancements, +40%; Environmental, Ley Line, -40%; Fatigue Only, -0%; Magical, -10%) [25]. Notes: Alternative Enhancements includes Reduced Time 2, +40% limited by Accessibility, Requires the ley line to have Intensity 4 or higher, -10% for a total of +36%; Reduced Time 1 +20% limited by Accessibility, Requires the ley line to have Intensity 2 or 3, -5% for a total of +19% taken as alternative enhancements (see the GURPS Power-Ups 4: Enhancements, p. 13). This spell originally appeared in GURPS Thaumatology: Urban Magics.

Archmagister's Counsel

If your scouts are running through the wilderness, ensure they know even the most minor ley lines; a fast recovery of stamina can mean the difference between escape and capture. The Lattice doesn't care about their 'athleticism,' only their connection.

Source Spell

Ley Running

Source Spell Types

Individual Spell

Ley Speech

17 points.

Communication & Empathy

Keywords

Persistent, Summoning, Utility

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.

Description

This working allows a sorcerer and their subject to communicate audibly over any distance, provided both stand on the same ley line. It transmits speech, and any other sounds made by the participants or their gear. Your ability to pluck this particular thread of the Lattice is rolled against your IQ. Once established, the connection persists indefinitely.

Statistics

Mind Reading (Accessibility, Both participants must be on the same ley line, -60%; Accessibility, Only sounds produced by the subject, -10%; Hearing-Based, -20%; Link, +10%; Long-Range 1, +50%; Sorcery, -15%; Telecommunication, -20%) [11] + Telesend (Accessibility, Both participants must be on the same ley line, -60%; Accessibility, Only sounds produced by the caster, -10%; Hearing-Based, -20%; Link, +10%; Magical, -10%; Nuisance Effect, Cannot maintain multiple contacts, -10%) [6]. Note: This spell originally appeared in GURPS Thaumatology: Urban Magics.

Archmagister's Counsel

Why use pigeons or unreliable couriers, my lord? With this, your operatives can whisper intelligence directly from the frontiers of your domain, instantly transmitting even the clang of captured weapons or the roar of enemy reinforcements as they approach.

Source Spell

Ley Speech

Source Spell Types

Individual Spell

Ley Supply

63 points/level.

Mana, Ley, and Power

Keywords

Control, Persistent, Summoning, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Indefinite. Feeds magical energy into a ley line to boost Intensity temporarily by Ley Supply level (up to the maximum of Intensity 6). This spell requires constant concentration. The length of the ley line where its Intensity is increased equals to 0.6 miles x Ley Supply level. May also be treated as a Meta spell.

Description

This manipulation of The Lattice temporarily boosts a ley line's Intensity by your Ley Supply level, up to Intensity 6. The affected segment extends 0.6 miles per level. While potent, it demands constant concentration from the caster to maintain, clearly a tax for those who lack true discipline.

Statistics

Control Ley Line 3 (Accessibility, Only to increase Intensity, -45%; Natural Phenomena, +100%; Sorcery, -15%) [63/level]. Note: This spell originally appeared in GURPS Thaumatology: Urban Magics.

Archmagister's Counsel

You wish to establish a strong magical presence? This spell, when applied to a strategic ley line, makes any subsequent magical working in the area significantly more potent. A king without a wizard, or a sorcerer, is merely a well-dressed target.

Source Spell

Ley Supply

Source Spell Types

Individual Spell

Ley Tap

58 points.

Mana, Ley, and Power

Keywords

Persistent, Summoning, Utility

Casting Roll

None. Does not cost FP.

Range

Self.

Duration

Indefinite.

Description

This lattice-work provides an Energy Reserve equal to the ley line's Intensity, replenishing it at one point per minute on a normal line, or per second on a megaline. It's a persistent casting; no skill roll or FP cost required.

Statistics

Energy Reserve 6 (Magical; Environmental, Ley Line, -40%; Nuisance Effect, Available energy depends on Intensity, -10%) [9] + Regeneration (Fast; Environmental, Ley Line, -40%; ER Only, -0%; Magical, -10%) [25] + Regeneration (Very Fast; Environmental, Megaline, -80%; ER Only, -0%; Magical, -10%) [4] + Wild Mana Generator (Environmental, Megaline, -80%; Magical, -10%) [20]. Notes: Both Regeneration advantages are takes as Alternative Abilities. The full cost of the second instance of Regeneration is 20 points. The Wild Mana Generator advantage originally appeared in GURPS Thaumatology. This spell originally appeared in GURPS Thaumatology: Urban Magics.

Archmagister's Counsel

You want to project power? Find the strongest ley line, tap into its essence, and let the fool wizards wonder where you get your boundless energy. The Lattice provides, regardless of how you ask it.

Source Spell

Ley Tap

Source Spell Types

Individual Spell

Ley Vehicle

12 points.

Speed, Haste, and Handling

Keywords

Persistent, Summoning, Touch, Travel, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite.

Description

This working allows a vehicle to hover 5 feet above the ground, moving along a ley line. The caster must maintain constant concentration and physical contact with the vehicle. The vehicle's speed is now based on the caster's Driving (Hovercraft) skill, a clever bypass of the usual speed limitations.

Statistics

Flight (Accessibility, Only the caster and the vehicle they are on, -30%; Affects Others 1, +50%; Environmental, Ley Line, -40%; Low Ceiling, 5 feet, -25%; Magical, -10%; Requires Concentrate, -15%) [12]. Notes: Speed being based on Driving (Hovercraft) instead of Basic Speed x 2 is a special feature. This spell originally appeared in GURPS Thaumatology: Urban Magics.

Archmagister's Counsel

Why bother with common roads when the very veins of the world offer a faster path? This is how a smart lord moves troops or vital supplies when the enemy expects them to slog through mud.

Source Spell

Ley Vehicle

Source Spell Types

Individual Spell

Libranomancy

43 or 93 points.

Divination & Omens

Keywords

Damage, 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.Libranomancy is divination through examination of smoke from incense. It requires incense worth not less than $5 for each casting. The air in the area must be still while the casting takes place. 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 (43-point) version of this spell requires 10 minutes to cast! The improved (93-point) version requires only the usual one or two seconds.

Description

This spell manipulates the Lattice to provide information by interpreting the smoke from burning incense. Casting requires incense costing at least $5. The basic 43-point version takes 10 minutes; the improved 93-point version requires only 1-2 seconds. Time penalties apply to the casting roll when asking about the past or future; use Long-Distance Modifiers (p. B241) where 'miles' translates to 'weeks.'

Statistics

Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Trigger, Burning incense, -10%) [43]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

Understanding what your rivals will do tomorrow is far more valuable than their ancestral pedigree. Use it to gain foresight, or to identify when a quick-thinking scout may have seen something a Wizard’s scrying could not.

Source Spell

Libranomancy

Source Spell Types

Individual Spell

Lich

31 points + 0.9 x Lich template cost. (126 if using the template from GURPS Magic).

Grand Arcana & Constructs

Keywords

Control, Damage, Defense, Information, Persistent, Utility

Casting Roll

IQ.

Range

Self.

Duration

Truly Permanent.

Description

This 'Lattice-work' transforms the caster into a lich, a powerful undead sorcerer. It's an Alternate Form, truly permanent. The preparation takes a month, requires an IQ roll, and you'll need a special potion to trigger it. Failure means taking 6d toxic damage, a harsh lesson from the Lattice. The cost scales with the lich template's power, usually around 31 points plus 0.9 times the template cost.

Statistics

Alternate Form (Lich*; Extended Duration, Truly Permanent, +300%; Nuisance Effect, 6d toxic damage on a failure, -30%; Preparation Required, 1 month, Variant, -80%; Requires IQ Roll, -10%; Sorcery, -15%; Trigger, Potion of Lichdom, -60%) [31 + 0.9 x Lich template cost]. If using the template from GURPS Magic the full cost is equal to 126. * A meta-trait from p. 160 of GURPS Magic.

Archmagister's Counsel

If you wish eternal service, my lord, ensure your 'gifted' ones understand the risks of chasing immortality. A powerful tool, but one that can backfire spectacularly if not managed with grim resolve.

Source Spell

Lich

Source Spell Types

Individual Spell

Light Jet

23 points.

Radiance, Sight, and Reflection

Keywords

Damage, Defense, Information, Jet, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

1 second. Emit a beam of bright light from one finger. This beam can be used like a flashlight. It gives good illumination for 10 yards in the direction it is pointed, and some vision will be possible up to 30 yards away. It can be used as a signal for up to a mile if visibility is good. You can strike any target up to 10 yards away (without range or speed penalties). It can be dodged or blocked, but not parried. If the spell strikes the face, it causes no injury, but decreases the target’s DX by 4 for the next second unless he makes a HT roll. This can be used only in relative darkness (e.g., when the combat penalty is at least -5). Foes with Night Vision double these penalties.

Description

This manipulation of the Lattice projects a focused beam of bright light, extending 10 yards for clear illumination, with some visibility up to 30 yards, and acts as a signal for up to a mile. It can be aimed at a target within 10 yards, bypassing range and speed penalties, to impose a DX-4 penalty for 1 second on a failed HT roll, provided the target has no night vision. Foes with Night Vision suffer DX-8. This effect is only applicable in darkness sufficient to cause at least a -5 combat penalty and can be dodged or blocked, but not parried. The beam itself lasts for 1 second.

Statistics

Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Accessibility, Only in relative darkness, -30%; Attribute Penalty, DX-8, Halved against those with no Night Vision, +60%; Blockable, -5%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Jet, +0%; Link, +10%; Reduced Duration, 1/180, -40%; Sorcery, -15%; Vision-Based, +150%) [22] + Illumination (Beam; Link, +10%; Magical, -10%) [1].

Archmagister's Counsel

A fine way to blind a foe or signal your allies in the dead of night. No need for a fumbling torch when your fingers can do the work; a simple thread plucked from the Lattice, regardless of who pulls it.

Source Spell

Light Jet

Source Spell Types

Light and Darkness Spells

Light Speech

25 points.

Radiance, Sight, and Reflection, Communication & Empathy, Energy

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

100 yards.

Duration

1 minute.

Description

This Lattice manipulation allows for subvocalized communication over long distances by emitting modulated beams of coherent light from the eyes, effectively granting Laser Communication. It costs 25 points, has a range of 100 yards, and lasts for 1 minute, with no casting roll required beyond an Innate Attack (Gaze) to hit the target.

Statistics

Affliction 1 (HT; Advantage, Light Speech, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [25]. Note: “Light Speech” is Laser Communication (Magical, -10%) [14].

Archmagister's Counsel

Why use fragile pigeons or noisy signals when you can whisper state secrets across a battlefield with a glance? A true master of the Lattice sees all methods of communication as tools. Use them.

Source Spell

Light Speech

Source Spell Types

Energy Spells

Light Step

25 points.

Speed, Haste, and Handling, Radiance, Sight, and Reflection

Keywords

Buff, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes. Air, smoke, and other gases are like solid ground beneath subject’s feet, allowing it to walk up and down “invisible stairs” at its ground Move, but no higher than 5 feet from the ground. This won’t work in a vacuum – there has to be some kind of air present. If the subject gets knocked down or slips, it falls!

Description

This manipulation of the Lattice renders air, smoke, or similar gases as solid ground beneath the subject's feet, enabling them to traverse 'invisible' surfaces up to 5 feet above the ground at their normal Move. The effect lasts for three minutes and requires an atmosphere; a vacuum will cause the subject to plummet. Note that while footing is stable, a fall or being knocked down still applies due to the underlying physics of force.

Statistics

Affliction 1 (HT; Advantage, Light Step, +130%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Note: “Light Step” is Walk on Air (Magical, -10%; Maximum Height, 5 feet, -25%) [13].

Archmagister's Counsel

Your scouts will find this useful for unexpected vantage points or bypassing rudimentary obstacles. Remember, it’s about applying the Lattice cleverly, not just brute force.

Source Spell

Light Step

Source Spell Types

Assorted Spells

Light Tread

22 points.

Ways, Passage, and Travel, Radiance, Sight, and Reflection

Keywords

Buff, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This Lattice-work allows a subject to traverse any surface without leaving tracks, exerting negligible pressure. Useful for avoiding detection, it costs 22 points and lasts for three minutes per application. The Guild calls it 'Light Walk,' but the effect is what matters, not their quaint naming conventions.

Statistics

Affliction 1 (HT; Advantage, Light Tread, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [22]. Note: “Light Tread” is Unusual Training (Light Walk, no Stealth bonus) [1] + Light Walk (H) DX [4] modified with Cosmic, No die roll required, +100% and Magical, -10% for a final cost of 10 points.

Archmagister's Counsel

Your scouts will appreciate not leaving obvious trails for the enemy to follow. Or, more importantly, let your assassins get closer to their target without arousing suspicion. It's not about the method, just the lack of footprints.

Source Spell

Light Tread

Source Spell Types

Movement Spells

Lighten

32 points for level 1 + 16 points/additional level.

Armor & Battle Shells, Radiance, Sight, and Reflection

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This manipulation of the Lattice reduces the effective weight of armor for encumbrance. At level 1, weight is reduced by 20%; 40% at level 2; 60% at level 3; 80% at level 4; and at level 5, the armor becomes weightless. The effect lasts for three minutes per application. The casting roll is irrelevant; one must simply aim with Innate Attack (Gaze) within 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Lighten, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Additional levels add further Lighten to the Advantage enhancement (+160%) [+16]. Notes: “Lighten” is 22 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 Lighten Armor imbuement skill from Pyramid #3-4.

Archmagister's Counsel

Equip a vanguard with the heaviest plate, then cast this upon them. They’ll charge like unburdened skirmishers, and your enemies will wonder how. The method, Sorcery or otherwise, means nothing to a broken shield wall.

Source Spell

Lighten

Source Spell Types

Individual Spell

Lighten Burden

15 points for level 1 + 3 points/additional level (KYOS: 19 points for level 1 + 7 points/additional level).

Radiance, Sight, and Reflection

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice adds Lighten Burden to a subject's effective ST when calculating Basic Lift for carrying, lifting, pushing, or pulling. It also enhances ST for slow, steady pressure situations like grappling. Cost is 15 points for level 1, plus 3 points per additional level, lasting 3 minutes. No casting roll, just aim it.

Statistics

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

Archmagister's Counsel

A fine way to ensure your quartermasters aren't constantly complaining about heavy loads, or to give an enforcer the edge in a grapple without any flashy 'magic' to alert the peasants. The Guild calls it 'logistics,' I call it ensuring the goods move.

Source Spell

Lighten Burden

Source Spell Types

Individual Spell

Lightning Armor

26 points.

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

Keywords

Aura, Buff, Control, Damage, Defense, Melee, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

The subject is surrounded by a crackling electrical field. Any metallic weapon striking the subject suffers 1d-1 burning surge damage, affecting the weapon and potentially stunning the attacker. The effect lasts for 3 minutes and can be initiated at a range of up to 100 yards, without a visible magical signature.

Statistics

Affliction 1 (HT; Advantage, Lightning Armor, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [26]. Note: “Lightning Armor” is Burning Attack 1d-1 (Aura, +80%; Cosmic, Conducting, +50%; Magical, -10%; Melee Attack, Reach C, -30%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [14].

Archmagister's Counsel

This isn't just a shock; it's a deterrent. Arm your guards with this, and watch as even the most armored thugs become hesitant to lay a hand on them. The Guild will call it 'uncivilized'; I call it efficient crowd control.

Source Spell

Lightning Armor

Source Spell Types

Lightning Spells

Lightning Missiles

21 points.

Radiance, Sight, and Reflection, Tempests, Lightning, and Winter Weather

Keywords

Buff, Control, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes. Once cast upon a projectile weapon, this spell causes its projectiles to do an additional 1d of linked (p. B105) burning surge damage. Metallic armor counts as DR 1 against this damage, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating burning damage, or be physically stunned. On subsequent turns, they can roll HT to recover. Electronics that take over 1/3 HP from this electric attack, must make a HT roll to avoid shorting out. Failure disables the target for seconds equal to the margin of failure; critical failure disables it until repaired (p. B484). The weapon will visibly crackle with electricity.

Description

This Lattice manipulation, when applied to a projectile weapon, causes its ammunition to inflict an additional 1d of linked burning surge damage for three minutes. Metallic armor offers scant protection, counting as DR 1 against this specific damage, while non-metallic armor functions normally. Struck targets must make an HT roll, with a -1 penalty per 2 points of penetrating burning damage, or suffer a physical stun. Electronics taking over 1/3 HP from this electrical onslaught must pass an HT roll to avoid short-circuiting, with failure leading to disablement for seconds equal to margin of failure, and critical failure requiring repair. The weapon will visibly crackle with power.

Statistics

Affliction 1 (HT; Accessibility, Only on projectile weapons, -30%; Advantage, Lightning Missiles, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Lightning Missiles” is Burning Attack 1d (Link, This weapon, +10%; Magical, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Visible, -10%) [12].

Archmagister's Counsel

Equip your archers with this, my Lord, and watch as their bolts not only pierce but electrocute, turning armored foes and 'gilded' constructs into sparking, stunned debris. The Guild would call it unsporting; I call it winning.

Source Spell

Lightning Missiles

Source Spell Types

Unmerged Spells

Lightning Stare

11.75 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 (Gaze) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This emanation of the Lattice projects a 10-yard jet of electrical energy from your eyes, inflicting 1d burning damage per level. It operates as an Innate Attack (Gaze) with the 'Increased 1/2D, 2x' and 'Surge, Arcing' modifiers, but be forewarned: it behaves erratically near conductors. Success with the attack also imposes a stunning side effect on the target.

Statistics

Burning Attack 1d (Increased 1/2D, 2x, +5%; Jet, +0%; Nuisance Effect, Behaves erratically around conductors, -5%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [11.75/level*]. * Calculate the total cost and then round up.

Archmagister's Counsel

A direct application of the Lattice's raw power. Employ this to incapacitate, or at the very least, disorient any 'diplomatic' problems that arise in court. The Guild would call it 'crude'; I call it efficient.

Source Spell

Lightning Stare

Source Spell Types

Lightning Spells

Lightning Weapon

21 points.

Weapons & Battlework, Lightning & Radiant Assaults

Keywords

Buff, Control, 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 linked (p. B105) burning surge damage. Metallic armor counts as DR 1 against this damage, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating burning damage, or be physically stunned. On subsequent turns, they can roll HT to recover. The weapon must be at least partly metallic; weapons made entirely of wood and/or stone will not hold the spell. The weapon will visibly crackle with electricity. Electronics that take over 1/3 HP from this electric attack, must make a HT roll to avoid shorting out. Failure disables the target for seconds equal to the margin of failure; critical failure disables it until repaired (p. B484).

Description

This manipulation of the Lattice imbues a metallic weapon with an additional 1d of linked burning surge damage for three minutes. Metallic armor offers only DR 1 against this, while nonmetallic armor functions normally. Anyone struck must make an HT roll, penalized by -1 per 2 points of penetrating burning damage, or suffer physical stunning. Subsequently, HT rolls allow recovery. Electronics taking over 1/3 HP from this attack must roll HT; failure results in a disablement equal to margin of failure in seconds, critical failure disables until repaired. The weapon crackles visibly with electricity.

Statistics

Affliction 1 (HT; Accessibility, Only on metallic weapons, -30%; Advantage, Lightning Weapon, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Lightning Weapon” is Burning Attack 1d (Link, This weapon, +10%; Magical, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Visible, -10%) [12].

Archmagister's Counsel

Why bother with precise strikes when you can simply electrify the common brute’s weapon and watch your enemies seize up? This is how you clear a battlements, Sire, not with flowery incantations.

Source Spell

Lightning Weapon

Source Spell Types

Individual Spell

Lightning Whip

19 points.

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

Keywords

Control, Damage, Defense, Obvious

Casting Roll

None. Use Force Whip to hit.

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice conjures a whip of pure lightning in the caster’s hand. It functions as a standard whip, but always readies in a single second. It cannot be used for parrying or entanglement, but carries the inherent destructive power of a surge of lightning.

Statistics

Natural Weapon (Burning; Cannot Parry, -40%; Destructive Parry, +40%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Intangible, +50%; Side Effect, Stunning, +50%; Single, -20%; Sorcery, -15%; Surge, Arcing, +100%; Swing-Capable, +20%) [19].

Archmagister's Counsel

Why bother with a mundane whip when you can simply pluck a surge of the Lattice and brandish it for all to see? Let your enemies choke on the smell of ozone, and your allies know who is truly in command of the battlefield.

Source Spell

Lightning Whip

Source Spell Types

Lightning Spells

Literary Hunger

12 points.

Detection & Appraisal, Food

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This cynical manipulation of the Lattice causes 1d-2 fatigue damage upon a failed Will resistance. The true insidious nature is that this fatigue can only be recovered by extensive reading of literature previously unknown to the victim. Yes, even a Wizard can fall prey to a desire for intellectual stimulation.

Statistics

Fatigue Attack 1d-2 (Will; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%; Starvation, Variant, +40%) [12].

Archmagister's Counsel

If one of your court advisors suddenly starts quoting obscure poetry and raving about lost tomes, he's either finally cracked under pressure or someone has decided that prolonged, forced literacy is the perfect way to remove him from service without drawing steel.

Source Spell

Literary Hunger

Source Spell Types

Book Spells

Lithomancy

42 or 92 points.

Divination & Omens

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.Lithomancy is divination by the examination of cast gemstones on black cloth. The cloth and stones required for this spell cost a total of $1,500, but colored glass can be substituted at a -3 penalty.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 (42-point) version of this spell requires 10 minutes to cast! The improved (92-point) version requires only the usual one or two seconds.

Description

This Lattice-work divines information by interpreting gemstones cast upon a dark cloth. The efficacy demands $1,500 worth of proper gemstones and cloth, though cheap glass works with a -3 penalty to the casting roll. The casting roll is against IQ. For questions concerning the past or future, a time penalty applies, using Long-Distance Modifiers with 'miles' as 'weeks'. The basic, 42-point manipulation takes 10 minutes; the improved, 92-point version activates in one or two seconds.

Statistics

Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires gemstones and cloth, -15%) [42]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

Understanding what's to come, or what has been, allows a Lord to act decisively. Do not bother with cheap glass; the cost of failure far outweighs the price of proper stones for this vital information.

Source Spell

Lithomancy

Source Spell Types

Individual Spell

Live Libram

25 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent. Animates a book so that it will automatically turn its pages without its reader having to touch them after he opens it and begins reading. It automatically matches the reader’s pace. It always opens to the place where its owner last stopped reading it, if he is still doing so.

Description

This spell animates a book, allowing its pages to turn independently, matching the reader's pace from where they last stopped. Effectively, it's a permanent Affliction 1 (HT) on the book, granting it the 'Live Libram' advantage, with extended duration and no signature. It costs 25 points and is cast using Innate Attack (Gaze) at 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on books, -50%; Advantage, Live Libram, +30%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Note: “Live Libram” is Telekinesis 1 (Independent, +40%; Magical, -10%; One Task, Turning pages, -80%) [3].

Archmagister's Counsel

A fine enchantment for the contemplative Lord, ensuring knowledge flows unimpeded by clumsy fingers or distractions. Or, for the truly obsessive scholar, it just means they can eat and read concurrently.

Source Spell

Live Libram

Source Spell Types

Individual Spell

Lloyd’s Beacon

120 points.

Grand Arcana & Constructs

Keywords

Information, Touch, Travel, Utility

Casting Roll

IQ; Special casting time and FP cost.

Range

Touch.

Duration

3d seconds.

Description

This working allows for instant translocation to a pre-marked location. Marking a spot requires 1 minute of concentration and a successful IQ roll. An Arch-Magister can maintain up to five such markers simultaneously; creating a new one overwrites the oldest existing mark. The cost is 120 points, with a casting roll of IQ and special casting time/FP cost; its range is Touch and its duration lasts 3d seconds. This is a Warp (Anchored, Markers, -40%; Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery, -15%; Tunnel, After, +40%) [120] effect.

Statistics

Warp (Anchored, Markers, -40%; Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery, -15%; Tunnel, After, +40%) [120].

Archmagister's Counsel

Your royal surveyors should be tasked with marking strategic locations daily. Why send a rider when a commander, or even yourself, can simply blink there in an instant? Time is the greatest asset in war; use it well, and forget the Guild’s whining about 'proper' travel.

Source Spell

Lloyd’s Beacon

Source Spell Types

Assorted Spells

Lockmaster

24 points.

Commands & Compulsion, Ways, Passage, and Travel

Keywords

Control, Travel, Utility

Casting Roll

None. Use IQ (at -1) or Lockpicking (at +4) to open locks.

Range

10 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows for the instantaneous picking of any lock within 10 yards, provided a clear line of sight. It's essentially remote Lockpicking, using your own skill at +4 or IQ at -1, without the need for physical interaction. The 'finesse' of it is less about the tools and more about the innate knack for bypassing protections.

Statistics

Accessory (TK Lockpicks) [1] + Telekinesis 2 (One Task, Picking Locks, -60%; Reduced Time 10, +200%; Sorcery, -15%) [23]. Note: The +4 is the usual fine-work task bonus for Lockpicking.

Archmagister's Counsel

A master of this 'spell' is more effective than any thief with a pouch full of instruments. Keep such individuals close, or ensure your vaults are warded against non-physical intrusions, for the lock itself means nothing to them.

Source Spell

Lockmaster

Source Spell Types

Movement Spells

Long March

40 points.

Lesser Hexes & Afflictions

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This manipulation of the Lattice reduces the subject's Basic Move for overland travel to 0.4x its normal value for an entire day. It's an affliction, resisted by HT, and leaves no discernible magical trace.

Statistics

Affliction 1 (HT; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Slower Move, 0.4x, Overland Movement Only, +20%; Sorcery, ‑15%) [40].

Archmagister's Counsel

If you wish to cripple an invading force without engaging them, simply ensure every scout sent ahead inexplicably finds their company’s march slowed to a crawl. They will be exhausted and vulnerable before they ever reach your borders.

Source Spell

Long March

Source Spell Types

Individual Spell

Loud Voice

1 or 19 points.

Sound

Keywords

Buff, No-Signature, Persistent, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim the improved version.

Range

Self or 100 yards.

Duration

Indefinite or 90 minutes. Subject has their voice volume increased. In situations where the subject wants to be heard over noise, others get +3 to their Hearing roll. This may also give +1 to Intimidation rolls if the subject surprises someone by yelling or roaring. The basic (1-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. The improved (19-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.

Description

This spell amplifies a subject's voice. The basic (1-point) version, which is maintained by the caster, increases the caster's voice volume indefinitely. The enhanced (19-point) version can target anyone up to 100 yards away and lasts for 90 minutes without requiring maintenance. Listeners receive a +3 bonus to their Hearing rolls when the subject speaks over noise. Furthermore, a sudden, loud vocalization can grant a +1 bonus to Intimidation rolls.

Statistics

The basic version is Penetrating Voice (Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Loud Voice, +10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Note: “Loud Voice” is Penetrating Voice (Magical, -10%) [1].

Archmagister's Counsel

Have your spymasters employ this trick. A single, well-placed word can turn a mob, or ensure a critical order is heard above the din of battle. The Lattice doesn't care if it's a whisper or a roar, only that the message is delivered.

Source Spell

Loud Voice

Source Spell Types

Individual Spell

Loyal Sword

40 or 51 points.

Enchantment

Keywords

Buff, Information, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes or Permanent.

Description

This enchantment ensures a weapon, once dropped or thrown, actively seeks to return to the wielder’s hand on their next turn, even should the wielder be incapacitated. This effect is persistent, costing 40 points for 30 minutes, or 51 points for a permanent bond with the weapon. No casting roll is required; merely aim with Innate Attack (Gaze) at a range of up to 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Loyal Sword, +260%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [40]. Notes: “Loyal Sword” is Imbue 2 (Limited Skill Access, One Skill, -80%) [4] + Unusual Training [1] + Returning Weapon (VH) DX [8] modified with Cosmic, No die roll required (+100%), Magical (‑10%), Reduced Fatigue Cost 1 (+20%), Nuisance Effect, Does not return projectiles (-10%) for a final cost of 26 points. The improved version replaced Extended Duration, 10x, +40% with Extended Duration, Permanent, +150% [+11]. This spell is based on the Returning Weapon imbuement skill from Pyramid #3-13.

Archmagister's Counsel

Equip your elite guard with these; a disarmed soldier is a dead soldier, and a lord's protection shouldn't rely on whether a peasant can hold onto his blade. The Lattice doesn't care about 'fair fights,' only outcomes.

Source Spell

Loyal Sword

Source Spell Types

Enchantment Spells

Loyalty

10 points.

Mental Curses & Counterwill

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

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

Range

Unlimited.

Duration

Three days.

Description

This manipulation of the Lattice imprints a temporary loyalty, manifesting as the Sense of Duty (Caster) disadvantage, upon a sapient subject for three days. If the subject is amenable, no resistance is needed; otherwise, a successful IQ roll is required to impose this effect.

Statistics

Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to add Sense of Duty (Caster), -50%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery, -15%) [10].

Archmagister's Counsel

Why bother with lengthy negotiations or empty promises when a simple pluck of the Lattice ensures unwavering fealty for three days? A quick application before a critical summit can sway even the most hesitant lord to your side. Just ensure they are 'willing' when you cast it, or be prepared to exert greater mental influence before proceeding.

Source Spell

Loyalty

Source Spell Types

Mind Control Spells

Loyalty of the Chosen Ethic

10 points.

Holy

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

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

Range

Unlimited.

Duration

10 months.

Description

This lattice-work imposes a temporary Sense of Duty (Caster) disadvantage on a subject, but only if they belong to a specific ethical category (e.g., evil, chaotic, good, lawful). The cost is 10 points, the range is unlimited, and the effect lasts 10 months. The casting roll uses IQ; a successful IQ roll or Brainwashing skill is required to add the disadvantage, unless the subject is willing, in which case no resistance roll is needed.

Statistics

Mind Control (Accessibility, Only against beings of a specific ethical alignment, -40%; Accessibility, Only to add Sense of Duty (Caster), -50%; Conditioning Only, -50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Sorcery, -15%) [10].

Archmagister's Counsel

A sorcerer with this spell can turn your most troublesome 'lawful' or 'good' generals into loyal puppies, at least for ten months. Imagine the tactical advantage of knowing your enemy's ethical adherence and then using it against them.

Source Spell

Loyalty of (Ethical Category)

Source Spell Types

Ethical Spells

Luminous Body

1 point.

Internal Ruin, Fatigue, and Decline

Keywords

Obvious, Utility

Casting Roll

None.

Range

Self.

Duration

1 hour. Your body emits light for 1 hour. This is usually equivalent to a torch (lights a 2-yard radius).

Description

Upon utterance, the caster's form radiates light for one hour. This effect is akin to a torch, illuminating a 2-yard radius and costing a single point of energy from the Lattice. There is no resistance, nor should there be; it simply *is*.

Statistics

Illumination (Sorcery, -15%) [1].

Archmagister's Counsel

Illuminate your path, or reveal your presence. Useful for both, depending on whether you’re exploring forgotten crypts or making a grand entrance.

Source Spell

Luminous Body

Source Spell Types

Individual Spell

Lunomancy

34 or 84 points.

Divination & Omens

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.Lunomancy is divination by the shadows created by moonlight on the individual’s face. Each casting requires at least $20 worth of silver dust to be spread on the caster’s hands, and then on the subject’s face. Lunomancy is only really suited to answering questions about the subject; attempts to divine information about absent persons are at -5.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 (34-point) version of this spell requires 10 minutes to cast! The improved (84-point) version requires only the usual one or two seconds.

Description

This Lattice manipulation, dubbed Lunomancy, divines truths about a subject by interpreting shadows cast by moonlight upon their face. It demands a minimum of $20 in silver dust for each casting, applied to both the caster's hands and the subject's face. While primarily effective for insights pertaining directly to the subject, attempts to glean information about absent individuals incur a -5 penalty. When inquiring about past or future events, a time penalty is applied to the casting roll, utilizing Long-Distance Modifiers where 'miles' translates to 'weeks.' The basic (34-point) version of this particular lattice-work requires a 10-minute casting time, while the improved (84-point) version executes in a mere one or two seconds.

Statistics

Precognition (Accessibility, Only in moonlight, -30%; Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Penalty for impersonal questions, -5%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Trigger, Silver Dust, -10%) [34]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

This trivial parlor trick can extract confessions or future intentions from a prisoner or rival, provided you have moonlight, silver dust, and a captive audience. The Guild may call it 'moon magic,' but its efficacy is undeniable for a direct interrogation.

Source Spell

Lunomancy

Source Spell Types

Individual Spell

Lure

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

Dreams, Sleep, and Delusion

Keywords

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

Casting Roll

IQ.

Range

Unlimited.

Duration

1 hour.

Description

This Lattice manipulation compels any sentient creature (IQ 6+) entering its area to move to the center. Once at the center, they are immune until they leave the area. The effect is persistent for 1 hour. Area starts at a 2-yard radius for Level 1, increasing with additional levels. The base cost is 125 character points, plus 25 points per additional level.

Statistics

Mind Control (Accessibility, Only on sapient creatures, -10%; Accessibility, Only to compel the subject to reach the center, -60%; Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Independent, +70%; Nuisance Effect, Ends as soon as completed, -5%; Persistent, +40%; Rationalization, +20%; Sorcery, -15%) [125]. Additional levels add Area Effect (+50%) [+25].

Archmagister's Counsel

You can use this to draw out a hidden enemy or herd a crowd. Simple, effective, and far less messy than a pitched brawl to achieve the same result. The method, whether blood or book, is irrelevant; only the outcome matters.

Source Spell

Lure

Source Spell Types

Mind Control Spells

Machine Control

80 points.

Technological

Keywords

Control, Damage, Debuff, Defense, Malediction, Resisted-Will, Touch

Casting Roll

IQ.

Range

Touch.

Duration

1 minute.

Description

This manipulation of the Lattice allows you to exert direct control over any machine with an intelligence of 6 or less. A one-second touch and concentration are required to establish this connection. The control lasts for one minute, but grants no access to the machine's internal memory. Effectively, it's a form of Possession, but for cog-and-lever constructs rather than living beings, costing 80 points total.

Statistics

Possession (Accessibility, Non-Sentient Machines Only, -30%; Maximum Duration, 1 minute, -65%; No Memory Access, -10%; Sorcery, -15%; Telecontrol 2, +100%) [80].

Archmagister's Counsel

Rather than teaching your royal children ethics, teach them how to turn an enemy's siege engines against them. This is how empires truly expand.

Source Spell

Machine Control

Source Spell Types

Individual Spell

Machine Possession

20 points.

Possession & Identity, Technological

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will, Touch

Casting Roll

IQ.

Range

Touch.

Duration

1 minute.

Description

This Lattice manipulation allows the caster to project their consciousness into a target machine, gaining full memory access for one minute. The true cost of this endeavor is 20 points, but should the caster’s original body be destroyed during this possession, the caster perishes. A risky gambit for those who prefer metal over flesh.

Statistics

Possession (Accessibility, Machines Only, -20%; Full Memory Access, +10%; Maximum Duration, 1 minute, -65%; Sorcery, -15%) [20].

Archmagister's Counsel

A clever lord could use this to hijack enemy surveillance or automated defenses. Just ensure your bodyguards are competent enough to keep your original flesh form intact while you're off 'exploring' circuits.

Source Spell

Machine Possession

Source Spell Types

Individual Spell

Machine Speech

17 points.

Communication & Empathy, Technological

Keywords

Debuff, Information, Malediction, Resisted-Will, Touch

Casting Roll

IQ - Complexity.

Range

Touch.

Duration

Instantaneous. Speak with the subject machine in its language. In effect, the caster can force the machine to answer any one specific question that it can answer with a brief sentence. If the casting is successful, the caster gets the answer from the machine. The answer is what the subject believes to be true – if it doesn’t know, it’ll tell the caster. If the casting has failed, the caster may try again, at a cumulative -2 per repeated attempt to ask the same (or very similar) question in the past hour. Should he critically fail, he cannot talk with that machine again for 24 hours. This spell may be used to ask as many questions as the caster wishes, but each question is a new casting.

Description

This Lattice manipulation compels a machine to answer a single, concise question in its own language, presuming the machine possesses the data. The casting roll is IQ minus the machine's complexity. Failed attempts to query the same machine within an hour incur a cumulative -2 penalty; a critical failure prevents further communication with that device for 24 hours. Each question requires a new casting, but the machine will answer what it 'believes' to be true.

Statistics

Mind Probe (Cybernetic Only, -50%; Sorcery, -15%; Universal, +50%) [17].

Archmagister's Counsel

Why bother with manuals when you can simply interrogate the machine directly for its secrets? A lord gains immense advantage by knowing a rival's mechanisms as intimately as their own.

Source Spell

Machine Speech

Source Spell Types

Individual Spell

Machine Summoning

88 points.

Technological, Summoning

Keywords

Control, Damage, Debuff, Information, Malediction, Resisted-Will, Summoning, Travel

Casting Roll

Per to detect, IQ to analyze, IQ to assume control.

Range

Unlimited.

Duration

3 minutes. After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest machine (anything under IQ 6) of the named type. The caster then can make an IQ roll to analyze the target (determine its qualities, and such). This spell uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the machine, and may make a follow-up IQ roll with the same penalty to call it to himself. It moves towards the caster as fast as it can, until the spell ends or the machine reaches the immediate vicinity of the caster. Of course, the machine may not be very good at finding its way, or it may run out of fuel or power, and it should be able to move at all, etc. For example, a TL7 car would proceed in a straight line at top speed, unaware of obstacles such as pedestrians, ditches, lampposts, etc. Once the machine reaches the caster, it stays nearby, without attacking, until the spell ends. The spell is broken if the caster or one of his companions attacks the machine.

Description

This Lattice manipulation locates and compels any non-sentient machine, regardless of distance. First, roll Per against a penalty tied to range to detect the nearest machine of a specified type. Success allows an IQ roll, with the same penalty, to analyze its properties. Subsequently, a further IQ roll (again, penalized by distance) mentally commands the machine to approach you at its maximum speed. This compulsion lasts for 3 minutes or until the machine reaches your immediate vicinity. Beware: it will move in a straight line, disregarding obstacles, and will cease responding if you or an ally attack it. This isn't mind control; it's brute-force redirection.

Statistics

Detect Machine (Link, +10%; Lock-On, +50%; Long-Range 1, +50%; Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [63] + Mind Control (Accessibility, Non-Sentient Machines Only, -30%; Accessibility, Only to make the machine travel to you, -80%; Cybernetic Only, -50%; Fixed Duration, +0%; Independent, +70%; Link, +10%; Long-Range 1, +50%; Magical, -10%; Terminal Condition, Broken if attacked, -10%) [25].

Archmagister's Counsel

Why send out scouts when you can have a war machine drive itself to your doorstep? For a lord, this means acquiring vital enemy tech without risking a single soldier. For everyone else, it means understanding that someone else could just as easily compel your siege engines to join their side.

Source Spell

Machine Summoning

Source Spell Types

Individual Spell

Madness

10 points.

Pain, Stun, and Collapse

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

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

Range

Unlimited.

Duration

Three days.

Description

This direct assault on a sapient mind manipulates the Lattice to induce temporary insanity, manifesting as a predetermined disadvantage (e.g., Berserk, Paranoia, Chronic Depression). The target’s will determines success; a failed resistance means they contend with the new mental affliction for three days. It costs 10 points to cast and success is rolled against IQ.

Statistics

Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to cause insanity, -20%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery, -15%) [10].

Archmagister's Counsel

Why bother with lengthy interrogations when a well-placed manipulation of the Lattice can render an enemy leader a gibbering wreck for days? The Guild frets over 'ethics'; I advise you secure victory.

Source Spell

Madness

Source Spell Types

Mind Control Spells