All Spells (Alphabetical)

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Showing 1101-1200 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Missile of Deafness Missiles, Jets, and Rays 10 points.
Missile of Frailty Missiles, Jets, and Rays 10 points.
Missile of Hunger Food 6 points.
Missile of Itching Missiles, Jets, and Rays 10 points.
Missile of Muteness Missiles, Jets, and Rays 9 points or 10 points.
Missile of Numbness Missiles, Jets, and Rays 31 points.
Missile of Pain Missiles, Jets, and Rays 10 points.
Missile of Perfume Missiles, Jets, and Rays 16 points.
Missile of Retching Missiles, Jets, and Rays 13 points.
Missile of Scentlessness Missiles, Jets, and Rays 8 points.
Missile of Spasm Missiles, Jets, and Rays 12 points.
Missile of Thirst Missiles, Jets, and Rays 5 points.
Mollusk Control Commands & Compulsion 18 points.
Monitor Air Readings & Analysis, Breath & Atmosphere 78 points.
Monk’s Banquet Safeguards & Reliefs 33 points.
Monodimensional Weapon Weapons & Battlework, Gate 44 points or 84 points.
Monster Within Animal Command & Repelling 50 points.
Moon Blade Glamour, Color, and Prism 56 points.
Moon Path Glamour, Color, and Prism 136 points for level 1 + 10 points/additional level (or more).
Moonbeam Lightning & Radiant Assaults 11 points.
Morphean Extraction Dreams, Sleep, and Delusion, Dream 22 points.
Move Metal Forced Movement & Restraint, Metal & Glass 1 point/level.
Move Terrain Forced Movement & Restraint, Earthshape, Passage, and Transmutation 179 points for level 1, see the table for higher level.
Mud Jet Stone, Soil, and Sand 33 points for level 1 + plus 7 points per additional level.
Mudwalker Earthshape, Passage, and Transmutation 21 points.
Muffle Safeguards & Reliefs 25 points for level 1 + 9 points/additional level.
Multi-Shot Technological 44 points for level 1 + 8 points/additional level.
Murder Blossom Death Curses & Withering 58 points.
Mystic Mark Safeguards & Reliefs 33 points.
Narrative Conveyance Safeguards & Reliefs 219 points.
Nature’s Favor Animal Command & Repelling 24 points.
Nauseate Sorcerous Services & Rites 26 points.
Necrotic Serpent Bolt Animal Command & Repelling 47 points/level.
Nervous Stomach Food 38 points.
Net Battlefield Zones & Fields 40 points for level 1 + 12 points/additional level.
Neutralize Fungal Poison Poison 21 points.
Neutralize Poison Poison 26 points.
Night Terror Emotion & Morale, Dream 15 points for level 1 + 5 points/additional level.
Night Vision Senses & Perception, Shadows & Obscurity 25 points.
Nightmare Dreams, Sleep, and Delusion, Dream 38 points.
Node of Blasting Thoughts & Memory, Memory, Thought, and Will, Bursts, Barrages, and Bombardment 53 points.
Noise Amplification Commands & Compulsion 33 points.
Nuclear Damper Battlefield Zones & Fields 110 points for level 1 + 6 points/additional level.
Nuclear Fireball Missiles, Jets, and Rays 147,975 points.
Null Sphere Missiles, Jets, and Rays 32 points.
Nullifying Armor Armor & Battle Shells 44 points for level 1 + 40 points/additional level.
Numbness Lesser Hexes & Afflictions 31 points.
Numerology Divination & Omens 43 or 93 points.
Oath Safeguards & Reliefs 44 points.
Object Reading Readings & Analysis, Memory, Thought, and Will 17 points.
Obscure Poison Poison 41 points.
Odor Breath & Atmosphere, Communication & Empathy 12 points for level 1 + 4 points/additional level.
Omnivory Food 63 points.
One-Year Ageing Internal Ruin, Fatigue, and Decline 19 points.
Oneiromancy Divination & Omens 29 or 79 points.
Open Door Sorcerous Services & Rites 1 point/level.
Orb of Fire Flame Assaults & Battlefire 9 points.
Order from Chaos Grand Arcana & Constructs 0.9 points/level.
Orichalcum Edge Breaking, Shattering, and Ruin, Earthshape, Passage, and Transmutation 30 points. (KYOS: 28 points).
Oven Mitts Battle Blessings & Readiness 1 or 12 points.
Pacify Pain, Stun, and Collapse 52 points for level 1 + 5 points/additional level.
Padded Armor Armor & Battle Shells 44 points for level 1 + 40 points/additional level or more.
Pain Sorcerous Services & Rites 26 points.
Panic Mental Curses & Counterwill 35 points for level 1 + 5 points/additional level.
Paradox Grand Arcana & Constructs 45 points.
Paralyze Limb Body Forms, Limbs, and Alteration 28 points.
Paranoia Thoughts & Memory, Memory, Thought, and Will 40 points.
Parthenogenesis Grand Arcana & Constructs 1 point.
Partial Petrifaction Earthshape, Passage, and Transmutation 54 points.
Partial Resurrection Death Curses & Withering, Healing 56 points.
Partial Shapeshifting (Chameleon Eyes) Shapeshifting & Polymorph, Speed, Haste, and Handling 48 points.
Partial Shapeshifting (Crocodile Jaws) Body Forms & Embodiments, Speed, Haste, and Handling 34 points (KYOS: 38 points).
Partial Shapeshifting (Crocodile Jaws) Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits 16 points.
Partial Shapeshifting (Elephant Trunk) Body Forms & Embodiments, Speed, Haste, and Handling 45 points.
Partial Shapeshifting (Elephant Trunk) Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits 27 points.
Partial Shapeshifting (Feathered Arms) Body Forms & Embodiments, Speed, Haste, and Handling 30 points.
Partial Shapeshifting (Feathered Arms) Creation, Shape, and Matter, Speed, Haste, and Handling, Beast Forms & Traits 13 points.
Partial Shapeshifting (Fish Tail) Body Forms & Embodiments, Speed, Haste, and Handling 48 points.
Partial Shapeshifting (Fish Tail) Creation, Shape, and Matter, Speed, Haste, and Handling, Beast Forms & Traits 31 points.
Partial Shapeshifting (Mountain Goat Hooves) Shapeshifting & Polymorph, Animal Companions, Mounts, and Summons 39 points.
Partial Shapeshifting (Mountain Goat Hooves) Shapeshifting & Polymorph, Speed, Haste, and Handling, Animal Companions, Mounts, and Summons 22 points.
Partial Shapeshifting (Saber Teeth) Shapeshifting & Polymorph, Speed, Haste, and Handling 30 points (KYOS: 31 points).
Partial Shapeshifting (Saber Teeth) Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits 13 points.
Partial Shapeshifting (Scorpion Tail) Body Forms & Embodiments, Speed, Haste, and Handling 44 points.
Partial Shapeshifting (Scorpion Tail) Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits 27 points.
Partial Shapeshifting (Serpent’s Fangs) Shapeshifting & Polymorph, Beast Forms & Traits 33 points.
Partial Shapeshifting (Serpent’s Fangs) Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits 16 points.
Partial Shapeshifting (Skunk Tail) Body Forms & Embodiments, Speed, Haste, and Handling 41 points.
Partial Shapeshifting (Skunk Tail) Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits 24 points.
Partial Shapeshifting (Spider Arms) Body Forms & Embodiments, Beast Forms & Traits 71 points.
Partial Shapeshifting (Spider Arms) Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits 54 points.
Partial Shapeshifting (Tiger Paws) Body Forms & Embodiments, Speed, Haste, and Handling 30 points.
Partial Shapeshifting (Tiger Paws) Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits 13 points.
Partial Shapeshifting (Toad Tongue) Shapeshifting & Polymorph, Speed, Haste, and Handling 57 points.
Partial Shapeshifting (Toad Tongue) Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits 40 points.
Partial Shapeshifting (Turtle Shell) Shapeshifting & Polymorph, Speed, Haste, and Handling 42 points.
Partial Shapeshifting (Turtle Shell) Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits 26 points.
Partial Vitrification Breaking, Shattering, and Ruin, Metal & Glass 54 points.
Passage Along the Rail Forced Movement & Restraint 20 points.
Passage Between Rail Lines Grand Arcana & Constructs 20 points.

Missile of Deafness

10 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

9 seconds.

Description

This ten-point Missile creates an orb of greenish light, which, when successfully hitting a target (using Innate Attack (Projectile)), inflicts Deafness for nine seconds. The subject may resist with a roll against HT + DR of the location struck. Its 1/2D range is extended ten-fold.

Statistics

Affliction 1 (HT; Disadvantage, Deafness, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Sorcery, ‑15%) [10].

Archmagister's Counsel

A clever skirmisher, or a truly petty one, knows that disabling a foe's senses, particularly hearing, creates a delightful tactical advantage. Let the 'cultured' mages prattle about elegance; you'll understand when your archers suddenly find their marks with uncanny ease as the enemy commander can no longer coordinate his panicked troops.

Source Spell

Curse-Missile: Strike Deaf

Source Spell Types

Individual Spell

Missile of Frailty

10 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice creates a projectile that, upon impact, afflicts the target with a powerful debility. The subject must resist with HT, modified by the DR of the location struck. If their resistance fails, they suffer a HT penalty of -10 for three minutes, mitigated by your margin of victory on the Innate Attack (Projectile) roll. It is a crude but effective way to ensure an enemy collapses without needing a master's touch.

Statistics

Affliction 1 (HT; Attribute Penalty, HT-10, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Penalty cannot exceed margin of victory, -50%; Sorcery, ‑15%) [10].

Archmagister's Counsel

Never underestimate the utility of making your adversary suddenly frail. Whether it’s routing a charge or ensuring a quick capture, a judiciously applied missile of frailty can turn the tide of a skirmish without needing to kill a single man.

Source Spell

Curse-Missile: Frailty

Source Spell Types

Individual Spell

Missile of Hunger

6 points.

Food

Keywords

Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This spell conjures an orb of greenish light, which inflicts 1d-2 fatigue damage upon impact. The damage is mitigated by Damage Resistance, and its range extends up to 100 yards. No casting roll required; success is determined by the caster's Innate Attack (Projectile) skill.

Statistics

Fatigue Attack 1d-2 (Increased 1/2D, 10x, +15%; Sorcery, ‑15%; Starvation, +40%) [6].

Archmagister's Counsel

Understand that a hungry man will gladly trade secrets for a full belly. This 'missile' can turn a boastful guard into a famished whisperer, all without drawing unnecessary blood. The Lattice doesn't care if you call it torture or a 'strategic inducement'.

Source Spell

Curse-Missile: Hunger

Source Spell Types

Individual Spell

Missile of Itching

10 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

30 seconds.

Description

This manipulation of the Lattice creates a projectile — an orb of greenish light — which, upon impact, causes an intense, debilitating itch. Target resistance is HT + DR of the hit location. The effect lasts for 30 seconds, a duration quite sufficient for distraction or tactical repositioning.

Statistics

Affliction 1 (HT; Itching, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/6, -15%; Sorcery, ‑15%) [10].

Archmagister's Counsel

A fine way to scatter a formation or create an opening for your skirmishers. Most opponents, high-born or low, find it difficult to maintain composure, let alone a shield wall, while itching like a mangy dog. The Guild would call it 'unsophisticated'; I call it effective.

Source Spell

Curse-Missile: Itch

Source Spell Types

Individual Spell

Missile of Muteness

9 points or 10 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

9 seconds.

Description

This trick creates a visible orb, often greenish, in the hand, which is then hurled at a target. Should it connect, the unfortunate recipient must resist with HT + location's DR or suffer the ignominy of being unable to speak for 9 seconds. For a mere additional point, upgrading to Mute reduces their communication to grunts and gestures.

Statistics

Affliction 1 (HT; Disadvantage, Cannot Speak, +15%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Sorcery, ‑15%) [9]. The improved version improves Cannot Speak to Mute [+1].

Archmagister's Counsel

Silence your political rivals and they cannot rally support, nor can they betray your secrets. A most effective Lattice-work for courtly intrigue.

Source Spell

Curse-Missile: Strike Dumb

Source Spell Types

Individual Spell

Missile of Numbness

31 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

9 seconds.

Description

This control-based manipulation of the Lattice conjures an orb of greenish light, which the caster hurls at a target up to 100 yards away. On a successful hit (using Innate Attack (Projectile)), the target is afflicted with Numbness for 9 seconds. This allows a resistance roll of HT + DR of the hit location. Numbness effectively grants Immunity to Pain (Magical, -10%) while simultaneously imposing a Temporary Disadvantage, Numb (-20%), rendering specific body parts less responsive.

Statistics

Affliction 1 (HT; Advantage, Numbness, +210%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Selective Effect, +20%; Sorcery, ‑15%) [31]. Note: “Numbness” is Immunity to Pain (Magical, -10%; Temporary Disadvantage, Numb, -20%) [21].

Archmagister's Counsel

Ensure your shock troopers are equipped with an ablative layer of padding, to reduce the chance of such afflictions. You can't win a campaign if your best fighters are rendered useless by a peasant's parlor trick.

Source Spell

Curse-Missile: Strike Numb

Source Spell Types

Individual Spell

Missile of Pain

10 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

1 second.

Description

An obvious manipulation of the Lattice, this spell manifests as a green orb of light launched at a target up to 100 yards away. On impact, the target must make a HT roll, modified by the DR of the hit location. Failure results in a single-second bout of Severe Pain, imposing a -4 penalty to most actions.

Statistics

Affliction 1 (HT; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/180, -40%; Severe Pain, +40%; Sorcery, -15%) [10].

Archmagister's Counsel

If a wizard uses their 'knowledge' to inflict suffering from afar, or a "Gifted" does the same with their 'innate ability,' the result is the same: the enemy is in agony. The method is irrelevant; the pain is always quite real.

Source Spell

Curse-Missile: Pain

Source Spell Types

Individual Spell

Missile of Perfume

16 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Information, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

30 minutes.

Description

This particular Lattice manipulation conjures a greenish orb of light, which, upon impact, afflicts the target with a powerful, magical perfume. The subject can attempt to resist with a HT roll, modified by the DR of the location struck. Success means the perfume is ignored, but failure inflicts a potent stench that lasts for 30 minutes, or a delightful scent should the caster choose to make them smell pleasant. This effect does not scale with additional Margin of Success. The magical effect has a range of 100 yards.

Statistics

Affliction 1 (HT; Alternative Enhancements, +12%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Sorcery, ‑15%) [16]. Note: Alternative Enhancements are Advantage, Perfume, +10%, where “Perfume” is Perfume (Magical, -10%) [1] and Disadvantage, Bad Smell, +10%.

Archmagister's Counsel

While one might assume pleasant aromas are less useful, consider the courtier who mysteriously smells of roses after attempting to assassinate a rival, or the guard captain who now perpetually smells of sulfur before inspecting the armory. A king can use more than just blades to influence perception.

Source Spell

Curse-Missile: Perfume

Source Spell Types

Individual Spell

Missile of Retching

13 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

9 seconds.

Description

This unsightly trick conjures a glowing orb that, upon impact, forces a resistance roll of HT + DR from the targeted location. Failure means the subject spends 9 seconds violently vomiting. It's an Affliction, plain and simple, no matter how much the Guild tries to dress it up with flowery names. Costs 13 points to manifest.

Statistics

Affliction 1 (HT; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Retching, +50%; Sorcery, ‑15%) [13].

Archmagister's Counsel

While crude, a well-placed missile of retching can incapacitate a zealous guard or an annoying courtier, creating a diversion or an opportunity without much fuss. Let them spew; you'll have your answers soon enough.

Source Spell

Curse-Missile: Retch

Source Spell Types

Individual Spell

Missile of Scentlessness

8 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

9 seconds.

Description

This unsightly sorcerous manipulation creates a greenish orb that, upon impact, afflicts a target with a severe loss of taste and smell. The target resists this nuisance with a roll of HT + DR of the hit location. The effect lasts 9 seconds, which is ample time for a discerning palate to be utterly ruined.

Statistics

Affliction 1 (HT; Disadvantage, No Sense of Taste/Smell, +5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Sorcery, ‑15%) [8].

Archmagister's Counsel

A fine way to render a rival court's culinary delights utterly unappealing, or perhaps to simply spoil the mood of a particularly odorous envoy. The Lattice provides, and the nose knows not.

Source Spell

Curse-Missile: Strike Anosmic

Source Spell Types

Individual Spell

Missile of Spasm

12 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

An instantaneous manipulation of the Lattice that forms an orb of greenish light, which is then thrown (Innate Attack (Projectile) to hit) up to 100 yards. Upon impact, the target must make an HT roll, modified by the DR of the location struck. Failure results in a seizure for 1/180 of the normal duration, specifically affecting only voluntary muscles. The caster experiences a -5% penalty, offset by a DX roll to continue, and the target does not suffer fatigue from the seizure. This effect is an Affliction 1 [12].

Statistics

Affliction 1 (HT; Accessibility, Voluntary muscles only, -20%; Caster is allowed a DX roll to continue casting, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No fatigue loss from Seizure, -20%; Seizure, +100%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [12].

Archmagister's Counsel

This is less about damage and more about disruption. A judicious use of this 'spasm' on a charging knight's mount, or on the bowman just about to loose his arrow, can decide an entire skirmish before it properly begins.

Source Spell

Curse-Missile: Spasm

Source Spell Types

Individual Spell

Missile of Thirst

5 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This 'Lattice-work' creates a tangible orb of greenish light, which, upon striking a target, inflicts 1d-2 fatigue damage. This damage is mitigated by the target's Damage Resistance, but it specifically targets the subject's hydration. A rather direct application of force, regardless of whether a peasant's 'gut feeling' or a Guilder's 'formula' produced it.

Statistics

Fatigue Attack 1d-2 (Dehydration, +20%; Increased 1/2D, 10x, +15%; Sorcery, ‑15%) [5].

Archmagister's Counsel

A direct strike is always effective. Use this to wear down a stubborn foe before a more decisive engagement, or to subtly incapacitate a troublesome diplomat without overtly shedding blood. The Lords will appreciate the efficiency.

Source Spell

Curse-Missile: Thirst

Source Spell Types

Individual Spell

Mollusk Control

18 points.

Commands & Compulsion

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

This manipulation of the Lattice grants you dominion over a single mollusk or a square yard of smaller mollusks. The target gains the Reprogrammable disadvantage, with your will as its master, obeying your every command. This is mind control, pure and simple, for the lowly.

Statistics

Mind Control (Accessibility, Mollusks only, -50%; Sorcery, -15%) [18].

Archmagister's Counsel

While this may seem trivial, controlling a mollusk can allow you to poison a nobleman's feast, scout a well-guarded coastal fort, or clog vital mechanisms. Never underestimate the utility of the seemingly insignificant.

Source Spell

Mollusk Control

Source Spell Types

Unmerged Spells

Monitor Air

78 points.

Readings & Analysis, Breath & Atmosphere

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This deft manipulation of the Lattice grants the subject an instinctive, passive alert regarding the safety of the air for 30 minutes. An additional IQ roll can pinpoint the specific impurity. It's an efficient way to avoid bad air, whether from a mundane stove or a Wizard's noxious brew.

Statistics

Affliction 1 (HT; Advantage, Monitor Air, +620%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [78]. Note: “Monitor Air” is Detect (Air; Analyzing, +100%; Reflexive, +40%; Sorcery, -15%; Touch-Based, -20%) [62].

Archmagister's Counsel

Equip your scouts with this and they'll never stumble into a gas attack unaware. A cheap precaution against both natural miasma and a sorcerer's more pungent attempts at warfare.

Source Spell

Monitor Air

Source Spell Types

Air Spells

Monk’s Banquet

33 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This manipulation of the Lattice allows a subject to forgo food and water for a full day without adverse effects. It's an Affliction that imbues the target with a variant of the Doesn't Eat or Drink advantage, lasting one day. Effective range is 100 yards.

Statistics

Affliction 1 (HT; Advantage, Monk’s Banquet, +90%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [33]. Note: “Monk’s Banquet” is Doesn’t Eat or Drink (Magical, -10%) [9].

Archmagister's Counsel

Useful for covert operations or when supplying a siege is just too much trouble. My former pupil, Prince Gareth, often used this on his scouts; the boy was always more concerned with dry powder than three meals a day.

Source Spell

Monk’s Banquet

Source Spell Types

Individual Spell

Monodimensional Weapon

44 points or 84 points.

Weapons & Battlework, Gate

Keywords

Buff, Damage, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working transforms a weapon into a one-dimensional version of itself, converting its non-impaling damage to impaling. The 44-point version inflicts -1 per die on the basic damage roll. For 84 points, this penalty is removed.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Monodimensional Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Monodimensional Weapon” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). The improved version buys off a -5 penalty [+40]. This spell is based on the Impaling Strike imbuement skill.

Archmagister's Counsel

Against heavily armored foes, a single well-aimed impaling strike, even with a minor penalty, is worth a dozen glancing blows. Don't send your skirmishers to raid a plate-armored guard patrol without this enhancement; it's a waste of their lives and your coin.

Source Spell

Monodimensional Weapon

Source Spell Types

Individual Spell

Monster Within

50 points.

Animal Command & Repelling

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This insidious tampering with the Lattice forces a sapient target to automatically fail all control rolls for their existing Bad Temper, Berserk, Bloodlust, Bully, or Sadism disadvantages for one day. It doesn't induce these traits, but merely ensures their dominance.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Monster Within, +137%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Only removes the necessity of rolling for existing disadvantages, -30%; Sorcery, ‑15%) [50]. Note: “Monster Within” is Bad Temper (No roll) [-25] + Berserk (No roll) [-25] + Bloodlust (No roll) [-25] + Bully (No roll) [-25] + Sadism (No roll) [-37].

Archmagister's Counsel

Know your vassals, my Lord. A 'virtuous' knight who suddenly succumbs to their latent cruelty for a day might not have simply lost control; they might have been… persuaded.

Source Spell

Monster Within

Source Spell Types

Monster Spells

Moon Blade

56 points.

Glamour, Color, and Prism

Keywords

Damage, Defense, Melee, Obvious

Casting Roll

None. Use Force Sword to hit.

Range

Self.

Duration

Instantaneous.

Description

This spell manifests a 3-foot blade of moonlight from your hand, striking with Reach 1 and using the Force Sword skill. Against the undead, it delivers 1d Corrosion damage that cannot be resisted, bypassing insubstantiality, and capable of destructive parries. Simultaneously, it inflicts 1d Toxic damage, which is also irresistible and affects insubstantial targets, with similar destructive parry capability. You suffer a temporary -2 IQ penalty (for spellcasting only) for one second after invoking this power.

Statistics

Corrosion Attack 1d (Accessibility, Only against undead, -50%; Affects Insubstantial, +20%; Cosmic, Irresistible Attack, +300%; Destructive Parry, +10%; Link, +10%; Melee Attack, Reach 1, -25%; Side Effect, Attribute Penalty, -2 to IQ, Only for spellcasting, +60%; Reduced Duration on Side Effect, 1/60, -35%; Sorcery, -15%) [38] + Toxic Attack 1d (Affects Insubstantial, +20%; Cosmic, Irresistible Attack, +300%; Destructive Parry, +10%; Link, +10%; Magical, -10%; Melee Attack, Reach 1, -25%; Side Effect, Attribute Penalty, -2 to IQ, Only for spellcasting, +60%; Reduced Duration on Side Effect, 1/60, -35%) [18].

Archmagister's Counsel

When facing necrotic filth, this spell is a hammer and anvil, delivering damage that cannot be shrugged off. Teach your captains to identify when the enemy fields such abominations – knowing what you face is half the battle; knowing how to butcher it is the other.

Source Spell

Moon Blade

Source Spell Types

Moon Spells

Moon Path

136 points for level 1 + 10 points/additional level (or more).

Glamour, Color, and Prism

Keywords

Aura, Buff, Damage, Defense, Malediction, Melee, No-Signature, Obvious, Persistent

Casting Roll

Will. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This allows the caster to conjure a ethereal, luminous white path, appearing as a railless ribbon of translucent force. Functionally, it mimics an Utter Wall, providing passage or a barrier for five minutes. Its cost is 136 points for the first level, with an additional 10 points per subsequent level. Casting requires a successful Will roll and is aimed using Innate Attack (Gaze) at a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Moon Path, +450%; Area Effect, 2 yards, +50%; Cosmic, No die roll required, +100%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Link, +10%; Magical, -10%; No Signature, +20%; Selective Area, +20%; Terminal Condition, Leaving the moon path, -15%) [76] + Crushing Attack 4d (Accessibility, Only a 1-3-yard-wide horizontal plane or stair, -30%; Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Cosmic, Interferes with spellcasting, +50%; Extended Duration, 30x, +60%; Link, +10%; No Wounding, -50%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [60]. Additional levels increase Area Effect (+50%) to the Crushing Attack [+10]. More powerful versions multiply dice and Full Cost by 2, 3, 5, or 10. Notes: “Moon Path” is Affliction 1 (Will; Area Effect, 8 yards, +150%; Aura, +80%; Based on Will, +20%; Disadvantage, Pacifism (Self-Defense Only), Only against the subject, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nuisance Effect, Stops if any subject attacks, -10%; Reduced Duration, 1/60, Only when the target leaves the area, -30%) [38] + Clinging (Attraction, +25%; Magical, -10%; Specific, Moon Path, -80%) [7]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll.

Archmagister's Counsel

A clever lord could use this to create an immediate, if temporary, bridge over a chasm or a staircase up a fortress wall. Any Guild Mage will tell you it's an 'unnatural' means of traversal, but the Lattice doesn't care how you get your troops across the moat, only that you do.

Source Spell

Moon Path

Source Spell Types

Moon Spells

Moonbeam

11 points.

Lightning & Radiant Assaults

Keywords

Damage, Debuff, Jet, Obvious, Resisted-Will

Casting Roll

Will. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Nine minutes. Emit a beam of pale moonlight from one hand. 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, but not parried or blocked. If the spell strikes a lycanthrope in its humanoid form, roll a Quick Contest of Will. If the caster wins, the lycanthrope is forced to immediately assume its animal form and remain in it for this spell’s duration.

Description

This spell projects a beam of pale moonlight, providing illumination out to 10 yards, with some visibility to 30 yards, and acts as a signal for up to a mile. As an attack, it functions as a 1d jet with a 10-yard range, hitting an enemy using Innate Attack (Beam). A critical effect of this spell is its ability to force a lycanthrope in humanoid form to revert to animal form for its duration (nine minutes) via a Quick Contest of Will upon a successful hit.

Statistics

Illumination (Beam; Link, +10%; Magical, -10%) [1] + Neutralize (Magic; Derange, -20%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Jet, +0%; Link, +10%; One Ability, Lycanthropy in Humanoid Form, -80%; Sorcery, -15%) [10].

Archmagister's Counsel

Illuminate the enemy's weaknesses with this, literally. While its damage is minor, the ability to control a lycanthrope's form is invaluable, turning their primal strength into a temporary incapacitation.

Source Spell

Moonbeam

Source Spell Types

Moon Spells

Morphean Extraction

22 points.

Dreams, Sleep, and Delusion, Dream

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This deft manipulation of the Lattice drains mental energy directly, inflicting 1d-1 fatigue on the victim, which precisely simulates exhaustion from missed sleep. There is no tell-tale magical signature on the effect, making it difficult to trace. The victim resists with a Will roll.

Statistics

Fatigue Attack 1d-1 (Malediction 2, +150%; Missed Sleep, +50%; No Signature, +20%; Sorcery, ‑15%) [22].

Archmagister's Counsel

Why bother with poisons or bladed assassins when a few well-placed "sleepless nights" can bring down even the most stalwart foe? The Guild still thinks all magic has to glow, the fools.

Source Spell

Morphean Extraction

Source Spell Types

Dream Spells

Move Metal

1 point/level.

Forced Movement & Restraint, Metal & Glass

Keywords

Control, Persistent, Travel, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This Lattice manipulation allows the movement of metal objects without direct contact. The caster can lift and maneuver distant metal items as if possessing a pair of hands with ST equal to their Move Metal level. The cost is 1 point per level, the range is 10 yards, and the duration is indefinite.

Statistics

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

Archmagister's Counsel

This spell builds structures, clears debris, or disarms an armored foe from a safe distance. The Guild would call it 'crude manipulation,' but your coffers will call it 'efficient warfare.'

Source Spell

Move Metal

Source Spell Types

Individual Spell

Move Terrain

179 points for level 1, see the table for higher level.

Forced Movement & Restraint, Earthshape, Passage, and Transmutation

Keywords

Area, Control, Debuff, Defense, Information, Malediction, No-Signature, Persistent, Resisted-Will, Travel

Casting Roll

IQ.

Range

100 yards.

Duration

Permanent.

Description

This spell allows the caster to shrink a targeted terrain area, including all structures and occupants, at a rate of 1 yard per second while concentrating. Those within the shrinking area may attempt to escape with a DX roll, penalized by the current radius. The effect is permanent once concentration ceases.

Statistics

Control Terrain (Accessibility, Only to shrink, -60%; Link, +10%; Nuisance Effect, Victims may jump out, -5%; Ranged, +40%; Sorcery, -15%) [21] + Affliction 1 (Will; Accessibility, Only on the shrunk area, -60%; Advantage, Move Terrain, +1,100%; All or nothing, -10%; Area Effect, 8 yards, +150%; Based on Will, +20%; Extended Duration, Permanent, +150%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Caster is vulnerable to spells from the shrunk area, -40%; Magical, ‑10%) [158]. Notes: “Move Terrain” is Jumper (World; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Limited Access, Pocket Dimension, ‑20%; Magical, ‑10%) [110]. Additional levels add Control Terrain (Accessibility, Only to shrink, -60%; Nuisance Effect, Victims may jump out, -5%; Only increases area of effect, -50%; Ranged, +40%; Sorcery, -15%) [6/level] and add Area Effect (+50%) to the Affliction when Control’s area of effect becomes larger than the area of effect of Affliction.

Archmagister's Counsel

Imagine collapsing a city block into a tight knot around a fortified position, or perhaps more subtly, strategically shrinking a key chokepoint on a battlefield. It's less about moving mountains and more about corralling your enemies—or your king's enemies, if applied with appropriate ruthlessness.

Source Spell

Move Terrain

Source Spell Types

Earth Spells

Mud Jet

33 points for level 1 + plus 7 points per additional level.

Stone, Soil, and Sand

Keywords

Control, Damage, Defense, Information, Jet, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

20 yards.

Duration

Instantaneous.

Description

This art projects a focused stream of mud up to 20 yards with perfect accuracy. It inflicts 1d crushing damage per level and can extinguish minor fires. Against diffuse targets, it delivers knockback-based damage. It also causes temporary blindness if it hits an unprotected face, but the effect lasts only a single second after impact. Dodge or Block defend against it, but Parrying is useless. The cost is 33 points for Level 1, plus 7 points per additional level.

Statistics

Crushing Attack 1d (Blockable, -5%; Can extinguish fire, +10%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Double Knockback, +20%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; No Blunt Trauma, -20%; No Wounding*, -25%; Sorcery, -15%) [7/level] + Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Blockable, -5%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Magical, -10%; Reduced Duration, 1/60, -35%; Vision-Based, +150%) [26]. * Except versus diffuse targets, an exception which halves the value of this limitation.

Archmagister's Counsel

A fine way to blind a competing duelist or extinguish a guard's torch from a distance. The Guild's mages spend years on 'precision elementals' to achieve the same result; your Sorcerer simply points and splatters.

Source Spell

Mud Jet

Source Spell Types

Earth Spells

Mudwalker

21 points.

Earthshape, Passage, and Transmutation

Keywords

Buff, No-Signature

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 ignore all DX and Move penalties incurred by traversing mud. It lasts 30 minutes, projects 100 yards, and costs 21 points to maintain. The Guild might call it 'environmental warding'; I call it practical.

Statistics

Affliction 1 (HT; Advantage, Mudwalker, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Mudwalker” is Terrain Adaptation (Mud; Magical, -10%) [5].

Archmagister's Counsel

Equip your sappers with this, and they'll cross swamps and siege trenches as if they were parade grounds. A king cares not for the 'how,' only that the job gets done and done quickly.

Source Spell

Mudwalker

Source Spell Types

Earth Spells

Muffle

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

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice silences a subject, granting +4 per level to their Stealth skill when motionless, or +2 per level while moving. Lasts 30 minutes. Costs 25 points for level 1, plus 9 points per additional level.

Statistics

Affliction 1 (HT; Advantage, Muffle 1, +90%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Notes Each level of “Muffle” is Silence 2 (Magical, -10%) [9].

Archmagister's Counsel

Silence, whether learned through grueling rote or birthed from blood, allows a scout to become a wraith. A king who cannot conceal his movements from his enemies will soon find himself without a kingdom. Remember that, my Lords.

Source Spell

Muffle

Source Spell Types

Individual Spell

Multi-Shot

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

Technological

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working allows a weapon's projectile to unnaturally split mid-flight, increasing its Rate of Fire by one per spell level. For missile weapons, this additional expenditure of Lattice energy does not consume more ammunition. The effect lasts for three minutes and can reach targets up to 100 yards away.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Multi-Shot, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Multi-Shot” is 34 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 Multi-Shot imbuement skill.

Archmagister's Counsel

If you are arming your archers or siege engineers, understand that this 'splitting' effect enhances their RoF without increasing supply strain. A wise lord leverages this for both defense and offensive sieges; it’s not about how many arrows, but how many *effective* arrows strike.

Source Spell

Multi-Shot

Source Spell Types

Gunman Spells

Murder Blossom

58 points.

Death Curses & Withering

Keywords

Area, Obvious, Persistent, Utility

Casting Roll

None. Use Innate Attack (Beam) to aim.

Range

10 yards.

Duration

10 seconds. Conjures a beautiful flower to hand that belches forth a jet of deadly pollen. You may fill a two-yard-radius area with deadly pollen. To place the pollen cloud at a distance, use Innate Attack (Beam), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind. Every creature in the area experiences a fatal allergic reaction on a failed HT roll. Treat this as a mortal wound (p. B423): The target instantly falls unconscious and must roll vs. HT every 30 minutes, with any failure meaning death. At TL6+, trauma maintenance can help. Natural recovery occurs on a critical success on the HT roll. Otherwise, the only cure is suitable TL6+ medication or a Neutralize Poison spell, at -5 unless Identify Plant is cast first to determine what pollen caused the reaction. The deadly pollen is a contact agent that affects any living being without the Sealed advantage (natural or from equipment) and/or Immunity to Metabolic Hazards. Magic Resistance provides no benefit – no magic is cast on the victim. If your foe is within one yard of you, he may attempt to parry this attack (actually parrying your hand). If such a parry is successful, you must roll against DX to avoid placing the effect in your own hex!

Description

This spell conjures a beautiful flower that discharges a jet of lethal pollen, filling a 2-yard radius with a fatal cloud. The attack roll uses Innate Attack (Beam) with normal range penalties, but receives a +4 bonus for affecting an area. Any living creature without the Sealed advantage or Immunity to Metabolic Hazards, caught in this area, must make a HT roll or fall unconscious, suffering a mortal wound (p. B423). Subsequent failed HT rolls every 30 minutes result in death, unless TL6+ medical aid or a Neutralize Poison spell (at -5 unless Identify Plant is used) is applied. Magic Resistance offers no protection. Should an opponent attempt to parry at close range (within 1 yard), a successful parry compels a DX roll; failure means you contaminate your own hex.

Statistics

Affliction 1 (HT; Area Effect, 2 yards, +50%; Coma, Variant, +250%; Contact Agent, +150%; Drifting, +20%; Increased 1/2D, 10x, +15%; Nuisance Effect, Dangerous to be parried, -5%; Persistent, +40%; Reduced Range, 1/10, -30%; Sorcery, -15%) [58].

Archmagister's Counsel

Why bother with brute force when you can make your enemies choke on beauty? This is excellent for area denial or wiping out unarmored rabble. Do remember the Guild's fussiness about 'collateral damage' – it's typically frowned upon to poison the entire Royal Garden.

Source Spell

Murder Blossom

Source Spell Types

Death Spells

Mystic Mark

33 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent. Places an invisible mark on the subject. The mark is visible to the caster at will (simple concentration) and to others using Aura, See Secrets, Mage Sight, Detect Magic, or similar spells. It may be a rune, sigil, monogram, etc. (A Heraldry specialty may be learned to recognize the Mystic Marks in use in the campaign world.) The mark can be erased with Remove Curse (Dispel Magic does not work).

Description

This effect places an invisible, permanent mark upon a subject, visible to the caster with a thought, and detectable by various magical senses. It cannot be dispelled by typical means, only removed with a dedicated 'Remove Curse' incantation. The mark is a unique tag, an identifier on the Lattice for those with the sight to perceive it.

Statistics

Affliction 1 (HT; Advantage, Mystic Mark, +10%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [33]. Note: “Mystic Mark” is Mystic Mark (Magical, -10%) [1].

Archmagister's Counsel

You cannot track what you cannot identify. A discreet mark allows you to monitor assets, trace movements, and confirm alliances without messy paper trails. It provides an undeniable connection to a person, an invaluable thing for both a Lord's allies and his… less cooperative subjects.

Source Spell

Mystic Mark

Source Spell Types

Individual Spell

Narrative Conveyance

219 points.

Safeguards & Reliefs

Keywords

Aura, Buff, Damage, Defense, Information, Melee, No-Signature, Persistent, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent.

Description

This working enchants a book, causing a reader who engages with it for 'several minutes' to be bodily transported to the described world, time, or place if they fail a Will roll. They carry personal gear up to their Extra-Heavy Encumbrance, as if utilizing the Jumper advantage. The effect is permanent.

Statistics

Affliction 1 (HT; Accessibility, Only on books, -50%; Advantage, Narrative Conveyance, +1,970%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [219]. Note: “Narrative Conveyance” is Affliction 1 (Will; Advantage, Jumper (World; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, 20%; Magical, -10%; Reliable +10, +50%), +1,800%; Aura, +80%; Based on Will, +20%; Melee Attack, Reach C, -30%; No Signature, +20%; Vision-Based, Variant, -20%) [197].

Archmagister's Counsel

Rather than mundane assassinations, simply drop a narrative of a hostile dimension on an enemy spymaster's desk. Let the Lattice handle the rest.

Source Spell

Narrative Conveyance

Source Spell Types

Individual Spell

Nature’s Favor

24 points.

Animal Command & Repelling

Keywords

Buff, No-Signature, Utility

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This spell, a trifling manipulation of the Lattice, bestows the advantage of Luck (Magical, -10%) upon a single animal for three minutes. A master fowler or huntsman should find the applications obvious enough.

Statistics

Affliction 1 (HT; Accessibility, Animals Only, -25%; Advantage, Nature’s Favor, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [24]. Note: “Nature’s Favor” is Luck (Magical, -10%) [14].

Archmagister's Counsel

Bestow this upon your most valuable hunting beast before a crucial pursuit; a lucky strike or a missed trap can sway a royal hunt, or even the fortunes of a war.

Source Spell

Nature’s Favor

Source Spell Types

Adventurer Spells

Nauseate

26 points.

Sorcerous Services & Rites

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

9 seconds.

Description

This intricate manipulation of the Lattice renders its subject nauseated for 9 seconds. It's a precise application of mental fortitude; not the boorish display the Guild would have you believe.

Statistics

Affliction 1 (HT; Nauseated, +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, ‑15%) [26].

Archmagister's Counsel

A properly timed use of this will empty a duelist's stomach as surely as it will empty a noble's purse. Sometimes, the threat of discomfort is more effective than actual harm. Use it to sour someone's disposition, not just their bowels.

Source Spell

Nauseate

Source Spell Types

Individual Spell

Necrotic Serpent Bolt

47 points/level.

Animal Command & Repelling

Keywords

Cyclic, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous, the snake lasts until five attacks are made.

Description

This spell projects a bolt of black necrotic energy, wreathed in green vapors, at a single target. It functions as an Innate Attack (Projectile), subject to normal range penalties. The initial impact delivers 1d-2 toxic damage, linked with 1d-2 impaling damage that can bypass armor and may damage it. Following this, the spell manifests as a "necrotic serpent" effect, a homing attack delivering 1d-2 impaling damage paired with 1d-2 toxic damage, cycling five times over five seconds. These cyclic attacks can start under armor, and damage armor. Each cycle necessitates a defense roll (Dodge, Block, or Parry) to avoid the damage; on a failed defense, the target suffers the damage, and the 'serpent' remains. Successfully defending against an attack, however, causes the serpent to dissipate, ending the spell's effect. Parrying the initial bolt or any subsequent serpent attack is hazardous, potentially exposing the parrying weapon or body part to the toxic effects. The serpent's damage output is capped by the initial attack's damage.

Statistics

Toxic Attack 1d-2 (Cosmic, Irresistible Attack, +300%; Increased 1/2D, 5x, +10%; Link, Impaling Attack, +10%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [8/level] + Impaling Attack 1d-2 (Breakable, DR 0, SM-6, -30%; Cosmic, May start under armor and may damage armor, +300%; Cyclic, Variant, five 1-second cycles, defense instead of resistance, +250%; Homing, Variant, +50%; Link, Initial Toxic Attack, +10%; Magical, -10%; Nuisance Effect, Limited by the initial attack’s damage, -20%) [26/level] + Toxic Attack 1d-2 (Breakable, DR 0, SM-6, -30%; Cosmic, May start under armor and may damage armor, +300%; Cyclic, Variant, five 1-second cycles, defense instead of resistance, +250%; Follow-Up, Impaling Attack, +50%; Link, Initial Toxic Attack, +10%; Magical, -10%; Nuisance Effect, Limited by the initial attack’s damage, -20%) [13/level].

Archmagister's Counsel

Understanding this 'necotic serpent' means recognizing a persistent threat, not just a single strike. Your advisors should prioritize protection against continuous, armor-piercing effects over mere brute force, as this particular plucking of the Lattice aims for attrition.

Source Spell

Snekrobolt

Source Spell Types

Serpentine Spells

Nervous Stomach

38 points.

Food

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This malediction instills a substantial aversion to rich foods and strong drink, imposing a -3 penalty to the subject's HT rolls when attempting to avoid illness from such indulgences. The effect persists for one full day, ensuring any celebratory feast becomes a day-long ordeal of discomfort.

Statistics

Affliction 1 (HT; Disadvantage, Nervous Stomach, +1%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [38].

Archmagister's Counsel

Why bother with poison when you can make a feast unbearable for an adversary? A poorly targeted Nervous Stomach spell can turn a celebratory banquet into a tactical disaster for a rival lord.

Source Spell

Nervous Stomach

Source Spell Types

Food Spells

Net

40 points for level 1 + 12 points/additional level.

Battlefield Zones & Fields

Keywords

Area, Control, Damage, Defense, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice conjures a binding net that impacts a 2-yard area, inflicting 'Binding 12' instantly. Accuracy requires an "Innate Attack (Gaze)" roll, though Scatter rules apply on a miss. Each additional level expands the area of effect, not the binding strength. It’s simply applying entanglement to a space, whether by rote spell or raw will.

Statistics

Binding 12 (Area Effect, 2 yards, +50%; Only Damaged By Cutting, +30%; Sorcery, -15%) [40]. Each additional level adds more Area Effect [+12].

Archmagister's Counsel

Why bother with intricate traps when a simple flick of the wrist can bind a whole patrol? Aim for the choke points; even the most 'disciplined' soldiers can’t fight what they can’t move through.

Source Spell

Net

Source Spell Types

Assorted Spells

Neutralize Fungal Poison

21 points.

Poison

Keywords

Buff, Control, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous, the poison flushes in 1d hours.

Description

This Lattice manipulation purges fungal poisons from a subject. The caster must first identify the specific fungal poison with a roll against Poisons, Alchemy, or Pharmacy as appropriate. The effect is instantaneous, beginning a 1d-hour flush of the toxin. This is an Affliction 1 (HT) with several modifications, ultimately costing 21 points.

Statistics

Affliction 1 (HT; Advantage, Neutralize Fungal Poison, +130%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [21]. Note: “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% and Magical, -10% for a final cost of 13 points.

Archmagister's Counsel

Ensure your court physician knows a few basic identification spells. It’s far easier to remove the poison when you know *what* you're dealing with, rather than watching your lord gasp for breath while a Sorcerer aims blindly.

Source Spell

Neutralize Fungal Poison

Source Spell Types

Individual Spell

Neutralize Poison

26 points.

Poison

Keywords

Buff, Control, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous, the poison flushes in 1d hours.

Description

This Lattice-work identifies and flushes poisons from a subject's body. First, determine the poison with a Poisons, Alchemy, or Pharmacy roll. Once identified, the subject is instantly purged, and the poison fully flushes within 1d hours. This requires 26 points to enact and targets up to 100 yards.

Statistics

Affliction 1 (HT; Advantage, Neutralize Poison, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [26]. 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% and Magical, -10% for a final cost of 18 points.

Archmagister's Counsel

Never assume your enemies play fair. If you wish to keep your generals or, indeed, yourself, from an untimely demise, know this working, or better yet, identify those who can work it. For all the Guild’s pomp, they often forget the simplest Lattice-work can save a war.

Source Spell

Neutralize Poison

Source Spell Types

Individual Spell

Night Terror

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

Emotion & Morale, Dream

Keywords

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

Casting Roll

Will.

Range

Touch.

Duration

Instantaneous.

Description

This Lattice manipulation allows a touch to inflict a terrifying nightmare upon a sleeping sapient being. A Quick Contest of Will determines success. Each additional level applied to this spell provides a -1 penalty to the subject's Fright Check upon waking.

Statistics

Terror (Accessibility, Only on sapient beings, -10%; Accessibility, Only on sleepers, -20%; Active, +0%; Melee Attack, Reach C, -30%; Presence, +25%; Sorcery, -15%) [15]. Additional levels add ‑1 to the Fright Check [+5].

Archmagister's Counsel

Why bother with messy assassins when a few well-placed nightmares can send an enemy leader into a screaming fit, or better yet, make them incompetent? The Guilders might call it "uncivilized"; I call it effective statecraft.

Source Spell

Night Terror

Source Spell Types

Dream Spells

Night Vision

25 points.

Senses & Perception, Shadows & Obscurity

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This trick of the Lattice grants the subject the equivalent of Night Vision 9, allowing them to see clearly in any illumination short of absolute blackness. It persists for 30 minutes and costs 25 points. Remember, without a photon to pluck, even 'Night Vision' is just a fancy name for blindness.

Statistics

Affliction 1 (HT; Advantage, Night Vision, +90%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%: Sorcery, -15%) [25]. Note: “Night Vision” is Night Vision 9 (Magical, -10%) [9].

Archmagister's Counsel

Equip your scouts and night-raiders with this. A foe surprised by vision in the dimmest light is a foe already defeated, regardless of whether a Wizard cast it or a Sorcerer simply *made* it so.

Source Spell

Night Vision

Source Spell Types

Light and Darkness Spells

Nightmare

38 points.

Dreams, Sleep, and Delusion, Dream

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 day or until awakened.

Description

This manipulation of the Lattice inflicts the Nightmare disadvantage upon a sleeping sapient target. The torment lasts until they awaken or for 24 hours, whichever comes first.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient sleepers, -30%; Based on Will, +20%; Disadvantage, Nightmare (No Self-Control Roll, x2.5), +12%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [38].

Archmagister's Counsel

Cast this upon a rival before a crucial negotiation or battle. A sleepless mind is a dull mind, and even the strongest will crumbles under persistent terror. The method matters less than the result: a broken man.

Source Spell

Nightmare

Source Spell Types

Mind Control Spells

Node of Blasting

53 points.

Thoughts & Memory, Memory, Thought, and Will, Bursts, Barrages, and Bombardment

Keywords

Aura, Buff, Control, Damage, Information, Melee, No-Signature, Persistent, Touch

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Permanent.

Description

This is an elegant manipulation of the Lattice that imbues an inanimate object with a permanent, detectable psychic energy. The item then functions as a devastating trap, delivering 4d toxic damage to any who touch it. The Guild calls it 'preparation'; I call it sensible battlefield control.

Statistics

Affliction 1 (HT; Accessibility, Only on inanimate objects, -10%; Advantage, Node of Blasting, +310%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Melee Attack, Reach C, -30%; No Signature, +20%; Sorcery, -15%) [53]. Note: “Node of Blasting” is Toxic Attack 4d (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; Triggered Delay, Touch, +50%) [31].

Archmagister's Counsel

Have your engineers—or your Sorcerers—scatter these around a chokepoint before an assault. Nobody needs to see it coming; they just need to feel it.

Source Spell

Node of Blasting

Source Spell Types

Psychic Spells as Normal Spells

Noise Amplification

33 points.

Commands & Compulsion

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

30 minutes. All noises emitted by the victim are greatly amplified. The victim is producing noise constantly, even his breathing is very loud. This gives +10 to Hearing rolls to hear the subject or -10 to Stealth rolls, as the situation warrants. In some circumstances (for example, in the theater or library), this might impose a -5 Reaction penalty.

Description

This manipulation of the Lattice causes a subject to amplify all sounds they make, to the degree that even their breathing is overtly loud. This grants a +10 bonus to any Hearing roll made to detect the victim, or imposes a -10 penalty on their Stealth rolls. The effect lasts for 30 minutes. In social settings, it can inflict a -5 Reaction penalty.

Statistics

Affliction 1 (Will; Based on Will, +20%; Disadvantage, Noisy 5, +10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [33].

Archmagister's Counsel

A perfectly applied Noise Amplification will ruin an assassin's stealth, turn a diplomat into a nuisance, or utterly compromise enemy movements. While the Guild argues over appropriate volume levels, we concern ourselves with effective application.

Source Spell

Noise Amplification

Source Spell Types

Individual Spell

Nuclear Damper

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

Battlefield Zones & Fields

Keywords

Area, Control, Defense, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

30 seconds.

Description

This working prevents nuclear fission or fission-triggered fusion explosions within a radius of (9 + spell level) yards. It will not, however, interfere with ultra-tech fusion warheads that are triggered by other means. Each level increases the area of effect, costing 110 points for the first level and 6 points for each additional level. Its power is assessed by your IQ, has a range of 100 yards, and persists for 30 seconds.

Statistics

Control Nuclear Fission 10 (Accessibility, Only to stop fission, -65%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [110]. Additional levels add Control Nuclear Fission (Accessibility, Only to stop fission, -65%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 3x, +20%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [6/level].

Archmagister's Counsel

Understanding this Lattice-work is crucial. It’s what stops a tactical nuclear device from wiping out your front line or, more impressively, prevents the enemy from detonating their own within your lines. A king who commands this spell doesn't merely win battles; he rewrites the rules of engagement themselves.

Source Spell

Nuclear Damper

Source Spell Types

Individual Spell

Nuclear Fireball

147,975 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

10,000 yards.

Duration

Instantaneous.

Description

This magnificent manipulation of the Lattice manifests as a devastating nuclear fireball, inflicting Crushing Attack 6d x 900 and Burning Attack 6d x 650 on a single target, with a reach of 10,000 yards. Both attacks boast Explosion 2, Increased 1/2D 10x, and Increased Range 100x. The Burning Attack also carries Radiation and Surge. There is no casting roll; rather, an Innate Attack (Projectile) skill roll, subject to normal range penalties, determines if the target is struck. This spell, priced at 147,975 points, is a direct, instantaneous application of power.

Statistics

Crushing Attack 6dx900 (Explosion 2, +100%; Increased 1/2D, 10x, +15%; Increased Range, 100x, +60%; Link, +10%; Magical, -10%; Nuisance Effect, Dangerous to be parried, -5%) [72900] + Burning Attack 6dx650 (Explosion 2, +100%; Increased 1/2D, 10x, +15%; Increased Range, 100x, +60%; Link, +10%; Nuisance Effect, Dangerous to be parried, -5%; Radiation, +100%; Sorcery, -15%; Surge, +20%) [75075].

Archmagister's Counsel

When your objective is not merely to destroy, but to absolutely obliterate, this is the Lattice-work you employ. Let the Guild prattle about subtlety; your enemies will be too busy being ashes to care.

Source Spell

Nuclear Fireball

Source Spell Types

Individual Spell

Null Sphere

32 points.

Missiles, Jets, and Rays

Keywords

Area, Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This Sorcerous expression of the Lattice manifests as a small, projectile sphere of pure corrosive nothingness. On impact, it erupts, forcing all within six yards to make an immediate HT roll to avoid its effects. The closer one is to the point of impact, the greater the corrosion; the effect's strength scales with the margin of failure on the HT roll. This is an all-or-nothing attack, delivering full damage on a failed resistance and none on a successful one. It costs 32 points to learn and is delivered via an Innate Attack (Projectile) roll with a range of 100 yards, dissipating instantly.

Statistics

Corrosion Attack 2 points (Area Effect, 6 yards, +125%; Cosmic, Irresistible Attack, +300%; Dissipation, -50%; Margin-Based, +200%; Resistible, HT, -30%; Sorcery, -15%) [32].

Archmagister's Counsel

If you wish to clear a choke point or dissolve an inconvenient barricade, this is a blunt, effective tool. Just keep your own troops clear; the Lattice does not discriminate based on uniform.

Source Spell

Null Sphere

Source Spell Types

Individual Spell

Nullifying 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 working reinforces armor against magical assault. The target armor’s DR is multiplied against magical damage. The base level costs 44 points and lasts three minutes, increasing DR by +3. Each additional 40 points increases this DR multiplication by +1.

Statistics

Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Nullifying Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Nullifying 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 Nullifying Armor imbuement skill from Pyramid #3-4.

Archmagister's Counsel

When your shock troops must hold a line against a Wizard's barrage, this is the Lattice plucking you need. It turns their fancy spells into feeble sparks. Don't send men to die when you can send them to win.

Source Spell

Nullifying Armor

Source Spell Types

Individual Spell

Numbness

31 points.

Lesser Hexes & Afflictions

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This spell, for 31 points, envelops the subject in a sensation of bone-chilling numbness, dulling their sense of touch (as per the Numb disadvantage) and imposing Bad Grip 2. This effect persists for 3 minutes, or until dispelled, unless resisted with a successful HT roll. The source of this Lattice-work is deliberately obscured.

Statistics

Affliction 1 (HT; Disadvantage, Bad Grip 2, +10%; Disadvantage, Numb, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective Effect, +20%; Sorcery, ‑15%) [31].

Archmagister's Counsel

Understanding this Lattice manipulation is crucial for any efficient battlefield commander. A warrior who cannot properly grip his axe is as good as disarmed, and one who cannot feel his wounds will make poor decisions based on them.

Source Spell

Numbness

Source Spell Types

Individual Spell

Numerology

43 or 93 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.Numerology, or arithmancy, is divination by the various numbers that define an individual, including those derived from name, birthday and, in contemporary settings, even such things as social security numbers. If the birthday of the subject is unknown, the caster is at a -8 to the casting roll.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 Divination spell, costing 43 or 93 points, unravels fate by examining a subject's defining numbers, such as name or birthdate. Casting requires an IQ roll using the standard Divination rules, with a -8 penalty if the birthdate is unknown. For inquiries about the past or future, apply time penalties as per Long-Distance Modifiers, substituting 'weeks' for 'miles.' The 43-point version demands a 10-minute casting time; the 93-point version requires only 1-2 seconds.

Statistics

Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, Only when birthday is known, +30%) [43]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

Understanding the numbers that define an opponent reveals their weaknesses and probable actions. A timely application of this 'Lattice-work' can turn a losing battle into a decisive victory, regardless of whether a Wizard or a Sorcerer pulls the threads.

Source Spell

Numerology/Arithmancy

Source Spell Types

Individual Spell

Oath

44 points.

Safeguards & Reliefs

Keywords

Buff, Control, Defense, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

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

Description

This manipulation of the Lattice creates a permanent, unbreakable oath in a willing, sapient subject. The subject must verbalize a single, specific command, however implausible, which then becomes an Obsession with no self-control roll. This compulsion persists until the command is fulfilled. Only a Remove Curse spell can undo it; Dispel Magic is useless against this binding.

Statistics

Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%; Variable Enhancement, +125%) [44]. Note: Variable Enhancement provides +23% of enhancements (+250%) but is limited by “Accessibility, Only for Obsession with no self-control roll” (-50%) for a net +125%.

Archmagister's Counsel

Bind a potential ally or a troublesome vassal with an oath to a specific task. They will pursue it relentlessly, freeing your resources and ensuring their loyalty to that singular goal. The method matters less than the unwavering execution.

Source Spell

Oath

Source Spell Types

Individual Spell

Object Reading

17 points.

Readings & Analysis, Memory, Thought, and Will

Keywords

Control, Information, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

Through a touch upon any inanimate object, this Lattice-work permits the caster to discern its recent past and the personality of its prior users. No names, mind you, but enough to paint a picture. An IQ roll determines the success of this instantaneous insight.

Statistics

Psychometry (Accessibility, Only inanimate objects, -10%; Active Only, -20%; Sensitive, +30%; Sorcery, -15%) [17].

Archmagister's Counsel

Understanding an object's history can expose an enemy's movements, reveal a hidden alliance, or confirm the authenticity of a crucial relic for the realm. A simple touch can reveal the most complex truths.

Source Spell

Object Reading

Source Spell Types

Psychic Spells as Normal Spells

Obscure Poison

41 points.

Poison

Keywords

Buff, Healing, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This spell, for the cost of 41 points, makes a poison almost impossible to magically detect. It imposes a -10 penalty on any attempt to identify the treated poison with magical sensing, like a "Detect Poison" spell. Its effects last for 30 minutes, ample time for deployment and subsequent confusion.

Statistics

Affliction 1 (HT; Accessibility, Only on poisons, -50%; Advantage, Obscure Poison, +300%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [41]. Note: “Obscure Poison” is Obscure 10 (Detect; Defensive, +50%; Limited, Detect Poison, -40%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [30].

Archmagister's Counsel

A clever monarch can use this spell to ensure their enemies consume a 'harmless' beverage, as no court wizard, no matter how gifted, will detect the subtle changes to the Lattice within it.

Source Spell

Obscure Poison

Source Spell Types

Individual Spell

Odor

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

Breath & Atmosphere, Communication & Empathy

Keywords

Area, Control, Persistent, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

Indefinite. Produces any odor the caster is familiar with in an area, which must have an initial radius (in yards) no greater than your level of this spell. The odor stays while you keep concentrating, and lingers for about an hour, gradually diminishing (outdoors it spreads out and quickly dissipates), when you stop concentrating. The spell produces no other physical effects – for instance, the odor of a poison is not poisonous.

Description

An elegant manipulation of the Lattice that compels the air within a specified radius (equal to your spell level) to carry any odor the caster is familiar with. This effect persists as long as you concentrate, lingering for approximately an hour afterward. Note that this spell merely simulates a scent; it confers no other physical properties, meaning the smell of a poison, for instance, is not itself poisonous. Casting costs 12 points for level 1, plus 4 points per additional level, and uses your IQ as the casting roll. The range extends up to 100 yards.

Statistics

Control Air 1 (Accessibility, Only to change odors, -65%; Ranged, +40%; Sorcery, -15%) [12]. Additional levels add Control Air +1 (Accessibility, Only to change odors, -65%; Only increases area of effect, -50%; Ranged, +40%; Sorcery, -15%) [4/level]. Note: As this is one advantage (Control Air) with the Sorcery limitation, not two, it costs only 1 FP to use.

Archmagister's Counsel

Useful for masking scents, creating diversions, or simply making a room unbearable for an uninvited guest. A clever application of this Lattice-work can save your coffers from being drained by less subtle, and more costly, methods.

Source Spell

Odor

Source Spell Types

Air Spells

Omnivory

63 points.

Food

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This manipulation of the Lattice bestows the subject with the temporary ability to consume and subsist on any organic matter, effectively negating the 'Restricted Diet' disadvantage for one full day. It requires no effort to maintain once cast.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Restricted Diet (Rare), +400%; No Signature, +20%; Sorcery, -15%) [63].

Archmagister's Counsel

A useful trick for your scouts in hostile territory, ensuring they don't starve on a diet of local fauna or flora. The Guild would call it 'crude'; I call it practical.

Source Spell

Omnivory

Source Spell Types

Food Spells

One-Year Ageing

19 points.

Internal Ruin, Fatigue, and Decline

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This insidious manipulation of the Lattice accelerates aging by one year instantly, without any ostentatious display. It is a Malediction, targeting a living creature's HT; if they fail their resistance roll, they are simply a year older. No flash, no bang, just the quiet turning of the clock.

Statistics

Ageing Attack 1 (Accessibility, Only on living creatures, -10%; Based on HT, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [19].

Archmagister's Counsel

A subtle curse, my Lord. It may not win a battle, but a year of lost youth can hasten the decline of an enemy's health, or, more deviously, their fertility. Consider applying it to those you wish to see without heirs.

Source Spell

Age (Variant)

Source Spell Types

Ageing Spells

Oneiromancy

29 or 79 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.Oneiromancy is the interpretation of the caster’s own dreams. It requires no equipment, but only one question can be asked per night. When the caster falls asleep, roll 3d. On 12 or higher, the caster does not dream at all! The use of Dreaming skill, or any dream spell, disrupts any attempt at oneiromancy. The GM tells the caster what he dreamed; the player must interpret it. Energy cost is paid on awakening.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 (29-point) version of this spell requires 10 minutes to cast! The improved (79-point) version requires only the usual one or two seconds.

Description

This unique manipulation of The Lattice allows the caster to interpret their own dreams to gain insight. Only one question can be posed each night, and its efficacy is subject to your very sleep cycle: a roll of 12+ on 3d means no dream, thus no answer. Be warned: other dream magic or using the Dreaming skill will disrupt this process. Questions about the past or future incur the usual time penalties for distance, where weeks replace miles for your insight. The base 29-point version demands a 10-minute focus, while the 79-point iteration streamlines this to a mere one or two seconds.

Statistics

Precognition (Accessibility, Once per night, -40%; Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Can be disrupted, -5%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Unrealiable, 11, -20%) [29]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

While the Guild fusses over their rituals, a Sorcerer can simply ask The Lattice for guidance in their sleep. Understand that even this profound gift is unreliable; plan your nightly questions carefully, for the threads of fate are not always so easily plucked.

Source Spell

Oneiromancy

Source Spell Types

Individual Spell

Open Door

1 point/level.

Sorcerous Services & Rites

Keywords

Utility

Casting Roll

None.

Range

10 yards.

Duration

Instantaneous.

Description

This spell compels a door to open. Its effective ST is equal to the spell's level, which determines if it merely swings open or breaks any locking mechanisms. No resistance roll is allowed by the object, only its structural integrity. The range is 10 yards, and the effect is instantaneous.

Statistics

Telekinesis 1 (One Task, Opening doors, -80%; Sorcery, -15%) [1/level].

Archmagister's Counsel

Why bother with keys or subtle infiltrators when a well-placed pluck of the Lattice can simply *open* the damn door? It's often easier to walk in than to pick a lock, irrespective of how one manipulates the Lattice to achieve it.

Source Spell

Open Door

Source Spell Types

Least Spells

Orb of Fire

9 points.

Flame Assaults & Battlefire

Keywords

Aura, Damage, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

The caster is enveloped in a Persistent aura of fire, dealing 1d-1 burning damage to all creatures within the caster's hex and all adjacent hexes. This illumination also provides light equivalent to a torch.

Statistics

Burning Attack 1d-1 (Area Effect, 2 yards, +50%; Aura, +80%; Melee Attack, Reach C, -30%; Sorcery, -15%) [8] + Illumination (Magical, -10%) [1].

Archmagister's Counsel

This trivial lattice manipulation creates a mobile zone of immolation. While the Guild argues over its theoretical applications, a clever general understands that this is excellent for clearing out tightly packed enemy formations or providing a scorching shield for a key operative as they advance.

Source Spell

Orb of Fire

Source Spell Types

Fire Spells

Order from Chaos

0.9 points/level.

Grand Arcana & Constructs

Keywords

Persistent, Utility

Casting Roll

IQ. Does not cost FP on a successful casting.

Range

Unlimited.

Duration

Indefinite.

Description

This spell allows one to siphon off the raw magical discharge from another's critical casting failure. It's a free action, usable whenever you witness such an event, and provides 0.9 points per level towards a specialized Energy Reserve (Magical; Special Recharge). No FP cost for a successful harvest.

Statistics

Energy Reserve (Magical; Special Recharge, -70%) [0.9/level]. Note: This variant of Special Recharge requires an IQ roll, witnessing a critical failure, but does not require any extra advantages.

Archmagister's Counsel

Cultivate a few of these 'Order from Chaos' specialists. Let the Guild Wizards bicker over their grimoires; we'll be the ones profiting from their inevitable blunders when the Lattice snaps back at their clumsy fingers.

Source Spell

Order from Chaos

Source Spell Types

Assorted Spells

Orichalcum Edge

30 points. (KYOS: 28 points).

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

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes. Turns the surface of a metallic weapon into orichalcum, giving it a brassy tinge. This spell adds +2 to swing damage and +1 to thrust damage of the weapon. In addition, this spell increases the weapon’s DR by 4. The GM should impose a level cap on this spell.

Description

This spell transmutes the surface of a metallic weapon into orichalcum for 3 minutes, giving it a brassy tinge. This grants the weapon +2 swing damage, +1 thrust damage, and increases its DR by 4. There is no casting roll, but it must be aimed with Innate Attack (Gaze) at a range of 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on metal weapons, -30%; Advantage, Orichalcum Edge, +210%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [30] (KYOS: 28). Note: “Orichalcum Edge” is Striking ST 2 (Magical, -10%; One Attack, This weapon, -60%) [3] (KYOS: 1) + DR 4 (Magical, -10%) [18].

Archmagister's Counsel

A weapon that hits harder and shrugs off blows is not a magical ‘boon,’ it’s a strategic advantage. My Lord, ensure your elite guards are not merely trained in arms, but augmented by those who can pluck this thread of the Lattice.

Source Spell

Orichalcum Edge

Source Spell Types

Essential Earth Spells

Oven Mitts

1 or 12 points.

Battle Blessings & Readiness

Keywords

Buff, Damage, Defense, 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 hands gain DR 1 vs. burning damage from heat or fire. 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 (12-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.

Description

Anyone can protect their hands from heat and flame with this work of the Lattice. For a mere 1 point, the caster gains DR 1 against burning damage to their hands, lasting indefinitely as long as maintained. The superior 12-point manipulation, however, grants the same effect to anyone at 100 yards, lasts a full minute, and requires no further effort.

Statistics

The basic version is Damage Resistance 1 (Limited, Heat/Fire, -40%; Partial, Hands, -40%; Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Oven Mitts, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [12]. Note: “Oven Mitts” is Damage Resistance 1 (Limited, Heat/Fire, -40%; Magical, -10%; Partial, Hands, -40%) [1].

Archmagister's Counsel

Equip your smiths or siege engineers with this to keep them working through the hottest crucible or most stubborn defensive fires. A trivial investment for sustained productivity.

Source Spell

Oven Mitts

Source Spell Types

Least Spells

Pacify

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

Pain, Stun, and Collapse

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute. Every sapient (IQ 6+) being in the area when the spell is cast must resist or become unwilling to take further offensive action unless first subjected to it, which breaks the spell. In effect, they acquire the Pacifism (Self-Defense Only) disadvantage (p. B148), recover instantly from all aggressive traits (including Berserk), stop interpreting mental disadvantages in ways that demand violence, and ignore orders to engage in hostilities. For the purposes of this spell, “offensive action” – on behalf of both the subjects and those who interact with them – constitutes not merely attacks but any use of items or abilities that could inflict FP or HP loss, affliction, or inconvenience. Those under the spell’s influence are free to use active defenses, assist unaffected allies with helpful items or abilities, leave, summon aid, etc. Provided that a subject is left in peace, he’ll return the favor, but if he’s offered violence, this ends the spell on him, though not on others. To exploit this to get a friend to “snap out of it” calls for actual injury (at least 1 HP), as the magic gives the perception that any lesser hurt was a forgivable accident. The basic (52-point) version of this spell covers a two-yard radius. For each additional 5 points, you may double this radius; e.g., four yards for 57 points, 8 yards for 62 points, or 16 yards for 67 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.

Description

This manipulation affects all sapient beings (IQ 6+) within the specified area. They must resist with IQ + spell casting roll against Will or acquire the Pacifism (Self-Defense Only) disadvantage for one minute. This negates Berserk and any other aggressive mental traits. They will ignore violent orders and refrain from any offensive actions, defined as abilities or items that could inflict FP/HP loss or inconvenience. Active defenses are still permitted. The base spell covers a two-yard radius, costing 52 points, and each additional 5 points doubles the radius.

Statistics

Affliction 1 (Will; Accessibility, Only sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Pacifism (Self-Defense Only), +15%; Fixed Duration, +0%; Malediction 2, +150%; Negated Disadvantage, Berserk, +200%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%; Terminal Condition, Injury, -10%; Variable Area, +5%) [52]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

A fine way to defuse a peasant revolt or halt an enemy charge without shedding a drop of blood. Better, it means your troops don’t waste time with unnecessary slaughter; they simply take prisoners.

Source Spell

Pacify

Source Spell Types

Mind Control Spells

Padded Armor

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

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 working reinforces armor against blunt impacts, multiplying its DR against crushing damage. No casting roll is needed; simply aim with Innate Attack (Gaze). The effect lasts for three minutes. Each level costs 44 points, with additional levels costing 40 points each to increase its potency.

Statistics

Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Padded Armor, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Padded Armor” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. The improved version removes -3 in penalties [+24]. This spell is based on the Padded Armor imbuement skill from Pyramid #3-4.

Archmagister's Counsel

Armor is a lord's first line of defense; if you can make a peasant's brigandine stop a warhammer, your treasury will thank you, and your enemy will wonder what trickery you've woven from simple steel.

Source Spell

Padded Armor

Source Spell Types

Individual Spell

Pain

26 points.

Sorcerous Services & Rites

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 second.

Description

This direct manipulation of the Lattice inflicts agonizing pain, forcing a HT roll to resist. Failure subjects the target to severe pain for 1 second, compelling a Will roll to suppress an outcry. This spell costs 26 points.

Statistics

Affliction 1 (HT; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/180, -40%; Severe Pain, +40%; Sorcery, -15%) [26].

Archmagister's Counsel

A sharp, focused pain can silence an enemy, make an interrogative yield, or remind a defiant subordinate of their place. It's crude, yes, but effective.

Source Spell

Pain

Source Spell Types

Individual Spell

Panic

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

Mental Curses & Counterwill

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes. Those in the area leave the area immediately and become unwilling to enter it. You may reduce the area effect if you wish to. This spell can only affect sapient (IQ 6+) beings.

Description

This manipulation of the Lattice causes all sapient beings (IQ 6+) within a 2-yard area to immediately flee and become unwilling to re-enter. The effect lasts for 3 minutes. Each additional level increases the area of effect, and you may choose to reduce the area if precision is required. The target's Will resists this mental curse.

Statistics

Affliction 1 (IQ; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable, Area, +5%) [35]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

A fine way to clear out a stubborn council meeting or, more practically, to scatter a fortified position without bloodshed. The Lattice is a canvas, not a cage.

Source Spell

Panic

Source Spell Types

Mind Control Spells

Paradox

45 points.

Grand Arcana & Constructs

Keywords

Defense, Travel, Utility

Casting Roll

IQ.

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows the caster to subtly alter a past decision within the last 24 hours, effectively changing a minor event. This is similar to Jumper (Time), costing 45 points, allowing one alteration per day. While the caster chooses the action to change, the specific outcome of that change is subject to the GM's discretion, and the caster must forgo another action to effect this shift.

Statistics

Jumper (Time; Accessibility, Only to alter a short action, -10%; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Limited Jump, 1 day backwards, -20%; Limited Use, 1/day, -40%; Magical, 10%; Nuisance Effect, Cannot direct the actions, the events proceed as the GM says, -10%; Nuisance Effect, Must give up an action, -5%) [45]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

A fool and his destiny are soon parted, especially if that fool thinks he can undo a drunken insult with this spell. Pointless for strategy, but useful for an advisor with a problematic past decision to 'smooth over' before the King hears of it.

Source Spell

Paradox

Source Spell Types

Individual Spell

Paralyze Limb

28 points.

Body Forms, Limbs, and Alteration

Keywords

Control, Damage, Debuff, Defense, Malediction, Melee, Resisted-HT, Touch

Casting Roll

Will. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

1 minute.

Description

This spell immobilizes a single limb on a target for one minute with a successful touch. Your attack roll is against Will, but you must physically strike the desired limb. Whether you're a Wizard weaving complex incantations or a Sorcerer simply willing it, the Lattice doesn't care about your method; only the outcome of a useless arm or leg.

Statistics

Affliction 1 (HT; Accessibility, Limbs only, -20%; Melee Attack, Reach C, -30%; Malediction 1, +100%; Paralysis, +150%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [28].

Archmagister's Counsel

A paralyzed limb often means a paralyzed warrior, regardless of their armor. This is less about fair duels and more about ensuring your enemies can’t hold a sword or flee a battlefield.

Source Spell

Paralyze Limb

Source Spell Types

Individual Spell

Paranoia

40 points.

Thoughts & Memory, Memory, Thought, and Will

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This spell inflicts the Paranoia disadvantage upon a sapient target for one day, a subtle yet potent manipulation of their mental state. It's a testament to how easily the Lattice can be tweaked to turn friend into foe, or at least, into a liability.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Paranoia, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [40].

Archmagister's Counsel

Use this on a rival’s trusted advisor before a critical negotiation. Their sudden distrust of everyone will sow discord and likely sink the entire deal, to your Lord’s clear advantage.

Source Spell

Paranoia

Source Spell Types

Psychic Spells as Normal Spells

Parthenogenesis

1 point.

Grand Arcana & Constructs

Keywords

Utility

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

A direct manipulation of the Lattice to initiate pregnancy in oneself, resulting in an offspring that is a genetic clone of the caster. This costs 1 point and is instantaneous. The Guild would call it a 'biological abomination'; I call it efficient.

Statistics

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

Archmagister's Counsel

Why bother with succession disputes when you can simply, and cleanly, create a perfect heir? The Lattice offers many ways to secure a lineage; some are merely more direct than others.

Source Spell

Parthenogenesis

Source Spell Types

Individual Spell

Partial Petrifaction

54 points.

Earthshape, Passage, and Transmutation

Keywords

Control, Damage, Debuff, Defense, Malediction, Melee, No-Signature, Persistent, Resisted-HT, Touch

Casting Roll

Will. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

Permanent.

Description

This brutal manipulation grants you the power to partially petrify a living subject with a touch. For 54 points, you impose Affliction 1 (HT) to turn their body, from neck down, into stone. The effect is permanent and cannot be dispelled, allowing selective petrifaction of limbs or the entire torso.

Statistics

Affliction 1 (HT; Can’t petrify the head, -10%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Selective Effect, +20%; Sorcery, -15%) [54].

Archmagister's Counsel

This Malediction is an excellent way to neutralize a foe permanently without the mess of outright killing them. A lord can thus make an example without reducing a valuable asset to ash.

Source Spell

Partial Petrifaction

Source Spell Types

Earth Spells

Partial Resurrection

56 points.

Death Curses & Withering, Healing

Keywords

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

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Truly Permanent.

Description

This working involves reanimating a deceased body as a zombie, then attempting to reunite the original soul with it. If the soul consents, the subject returns as a free-willed, undead individual. This costs 56 points and is truly permanent, applied via a touch attack using DX or an unarmed combat skill. Note: This specific usage of 'Cosmic' means it targets only the dead, and permits only a single attempt, ever.

Statistics

Affliction 1 (HT; Advantage, Partial Resurrection, +140%; Cosmic, Works on the dead, +50%; Extended Duration, Truly Permanent, +300%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, -15%) [56]. Notes: “Partial Resurrection” is Alternate Form (Zombie; Magical, -10%) [14]. This version of Cosmic means it only works on the dead – not injured living creatures – and gives one try, ever.

Archmagister's Counsel

Understand that whether your foe uses Necromancy or Sorcery to bring back their fallen, the result is the same: another sword to swing at your gates. Know that this spell, once cast, offers no second chances to recall the soul.

Source Spell

Partial Resurrection

Source Spell Types

Healing Spells

Partial Shapeshifting (Chameleon Eyes)

48 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling

Keywords

Buff, Information, No-Signature, Summoning, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This Lattice manipulation partially bestows the 'Chameleon Eyes' meta-trait upon a subject for 30 minutes, effectively granting Enhanced Tracking 1 and Peripheral Vision. Costs 48 points to activate. Aiming is handled via Innate Attack (Gaze), with a range of 100 yards. The Guild would call it a 'transformation'; I call it a simple, effective perception boost.

Statistics

Affliction 1 (HT; Advantage, Chameleon Eyes, +320%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [48]. Notes: “Chameleon Eyes” is Alternate Form (Chameleon Eyes*; Magical, -10%) [32]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Enhanced Tracking 1 [5] and Peripheral Vision [15]. 20 points.

Archmagister's Counsel

Equip your scouts and sentries with this, and they'll spot enemy movements far beyond what any formal training could achieve. The Lattice doesn't care if it's innate or conjured; only the improved surveillance matters.

Source Spell

Partial Shapeshifting (Chameleon Eyes)

Source Spell Types

Individual Spell

Partial Shapeshifting (Crocodile Jaws)

34 points (KYOS: 38 points).

Body Forms & Embodiments, Speed, Haste, and Handling

Keywords

Buff, No-Signature, Summoning, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This spell partially transforms the subject, granting them the Crocodile Jaws meta-trait for 30 minutes, costing 34 points (or 38 points with KYOS rules). This provides Sharp Teeth [1], a Quirk (Slurred, but intelligible speech) [-1], and Bite ST +3 [3] (or [7] with KYOS). This works at a range of 100 yards and, rather conveniently for some, leaves no magical signature.

Statistics

Affliction 1 (HT; Advantage, Crocodile Jaws, +170%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [33] (KYOS: 37). Notes: “Crocodile Jaws” is Alternate Form (Crocodile Jaws*; Magical, -10%) [17] (KYOS: 21). If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Sharp Teeth [1], Quirk (Slurred, but intelligible speech) [-1], and Bite ST +3 [3] (GURPS Martial Arts: Technical Grappling, page 28). 3 points. (KYOS – replace Bite ST +3 [3] with Bite ST +3 [7]).

Archmagister's Counsel

Equipping your enforcers with jaws that can crush is far more effective than equipping them with manners. Just make sure they can still bark commands, even if slightly slurred.

Source Spell

Partial Shapeshifting (Crocodile Jaws)

Source Spell Types

Individual Spell

Partial Shapeshifting (Crocodile Jaws)

16 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Self-only Lattice-work allows you to partially transform, granting the Crocodile Jaws meta-trait indefinitely. This includes Sharp Teeth, a +3 to Bite ST, and a quirky, slurred speech impediment. This effect costs 16 points.

Statistics

Alternate Form (Crocodile Jaws*; Sorcery, -15%) [16] (KYOS: 20).* A new meta-trait: Sharp Teeth [1], Quirk (Slurred, but intelligible speech) [-1], and Bite ST +3 [3] (GURPS Martial Arts: Technical Grappling, page 28). 3 points. (KYOS – replace Bite ST +3 [3] with Bite ST +3 [7]).

Archmagister's Counsel

While your lords may prefer elegant speech, having a knight who can bite through steel in a pinch is a distinct tactical advantage. The Lattice provides, regardless of how neatly one articulates their intent.

Source Spell

Partial Shapeshifting (Crocodile Jaws)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Elephant Trunk)

45 points.

Body Forms & Embodiments, Speed, Haste, and Handling

Keywords

Buff, Information, No-Signature, Summoning, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This Lattice manipulation partially bestows the 'Elephant Trunk' meta-trait upon a subject for 30 minutes, granting Colorblindness [-10], Extra Arm 1 [10], and Peripheral Vision [15]. It's an Affliction 1 (HT) with a 100-yard range, no casting roll, and no signature, costing 45 points to sustain this form for its duration.

Statistics

Affliction 1 (HT; Advantage, Elephant Trunk, +280%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Elephant Trunk” is Alternate Form (Elephant Trunk*; Magical, -10%) [28]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Colorblindness [-10], Extra Arm 1 [10] and Peripheral Vision [15]. 15 points.

Archmagister's Counsel

Equip your scouts with this, my Lord. It allows them to reach, perceive, and operate in tight spaces, offering a distinct advantage in reconnaissance without any of that 'magical glow' the Guild insists upon.

Source Spell

Partial Shapeshifting (Elephant Trunk)

Source Spell Types

Individual Spell

Partial Shapeshifting (Elephant Trunk)

27 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Information, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This partial transformation provides the subject with an Elephant Trunk meta-trait, granting them Colorblindness [-10], Extra Arm 1 [10], and Peripheral Vision [15]. This is an indefinite manipulation of the Lattice, costing 27 points.

Statistics

Alternate Form (Elephant Trunk*; Sorcery, -15%) [27].* A new meta-trait: Colorblindness [-10], Extra Arm 1 [10] and Peripheral Vision [15]. 15 points.

Archmagister's Counsel

While this 'trick' might seem minor, consider the strategic advantage of an extra limb and enhanced vision for a scout or a personal bodyguard. The Guildsmen would blather about 'ethical transmogrification rules'; I'd simply ask how many arrows one could nock with an extra arm.

Source Spell

Partial Shapeshifting (Elephant Trunk)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Feathered Arms)

30 points.

Body Forms & Embodiments, Speed, Haste, and Handling

Keywords

Buff, No-Signature, Summoning, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice partially transforms the subject, granting them the Feathered Arms meta-trait. This allows for flight (Winged) at the cost of fine manipulation. It manifests as an Affliction (HT), effective for 30 minutes, delivered via Innate Attack (Gaze) up to 100 yards, and carries no magical signature. The entire process costs 30 points.

Statistics

Affliction 1 (HT; Advantage, Feathered Arms, +140%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [30]. Notes: “Feathered Arms” is Alternate Form (Feathered Arms*; Magical, -10%) [14]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Flight (Winged, -25%) [30] and No Fine Manipulators [-30]. 0 points.

Archmagister's Counsel

Equip your scouts with this and watch them soar over enemy lines, unburdened by conventional flight magic. Just ensure they don't need to pick up anything delicate once they land. The Lattice offers many ways to get where you're going; cleverness is simply choosing the best tool for the job.

Source Spell

Partial Shapeshifting (Feathered Arms)

Source Spell Types

Individual Spell

Partial Shapeshifting (Feathered Arms)

13 points.

Creation, Shape, and Matter, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants you the Feathered Arms meta-trait, turning your limbs into wings, capable of flight. It's a permanent affair, costing 13 points and requiring no specific casting roll, as the transformation is self-applied and indefinite. The cost is for Alternate Form (Feathered Arms). Note: despite the implication of natural flight, these wings lack fine manipulators.

Statistics

Alternate Form (Feathered Arms*; Sorcery, -15%) [13].* A new meta-trait: Flight (Winged, -25%) [30] and No Fine Manipulators [-30]. 0 points.

Archmagister's Counsel

Why bother with horses and roads when a Lord can simply appoint a trusted scout who flies? The ability to survey enemy positions or deliver urgent messages unimpeded is invaluable, regardless of whether a wizard or a sorcerer provides the wings.

Source Spell

Partial Shapeshifting (Feathered Arms)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Fish Tail)

48 points.

Body Forms & Embodiments, Speed, Haste, and Handling

Keywords

Buff, No-Signature, Summoning, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice grants a subject the attributes of a fish tail, allowing them to gain Enhanced Move (Water) 1 and No Legs (Aquatic) for 30 minutes. It's a full 48-point investment for such an outcome, but efficiency dictates the form.

Statistics

Affliction 1 (HT; Advantage, Fish Tail, +320%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [48]. Notes: “Fish Tail” is Alternate Form (Fish Tail*; Magical, -10%) [32]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Enhanced Move (Water) 1 [20] and No Legs (Aquatic) [0]. 20 points.

Archmagister's Counsel

This trivial shapeshifting is hardly impressive, but if your lord’s coffers are tied to a fishing fleet, consider how quickly a diver with a fish tail can mend a net or scout a new fishing ground.

Source Spell

Partial Shapeshifting (Fish Tail)

Source Spell Types

Individual Spell

Partial Shapeshifting (Fish Tail)

31 points.

Creation, Shape, and Matter, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Self-only Lattice manipulation grants 31 points worth of meta-traits, specifically "Enhanced Move (Water) 1" and "No Legs (Aquatic)". Your legs become a fish tail, granting swiftness in water but hindering land movement. The underlying method, Sorcery, reduces its cost by 15% to 31 points.

Statistics

Alternate Form (Fish Tail*; Sorcery, -15%) [31].* A new meta-trait: Enhanced Move (Water) 1 [20] and No Legs (Aquatic) [0]. 20 points.

Archmagister's Counsel

Why bother with boats or clumsy swimming when one can simply become the fastest thing in the water? A king's spy, a lord's scout, or even a royal messenger could report from the deepest harbors with this trick.

Source Spell

Partial Shapeshifting (Fish Tail)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Mountain Goat Hooves)

39 points.

Shapeshifting & Polymorph, Animal Companions, Mounts, and Summons

Keywords

Buff, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This Lattice manipulation partially bestows the Mountain Goat Hooves meta-trait upon the subject for 30 minutes. This grants Hooves [3] and Super Climbing 3, albeit only when mountaineering (Accessibility, -30%). The recipient effectively gains 9 points of advantages, allowing them to traverse difficult terrain with unnatural ease. There is no visible sign you have worked this magic.

Statistics

Affliction 1 (HT; Advantage, Mountain Goat Hooves, +230%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [39]. Notes: “Mountain Goat Hooves” is Alternate Form (Mountain Goat Hooves*; Magical, -10%) [23]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Hooves [3] and Super Climbing 3 (Accessibility, Only when mountaineering, -30%) [6]. 9 points.

Archmagister's Counsel

Equip your scouts with this and watch them scale cliffs that would give a mountain goat pause. The Guild will tell you this is 'uncultured' magic; I tell you it wins battles in contested terrain.

Source Spell

Partial Shapeshifting (Mountain Goat Hooves)

Source Spell Types

Individual Spell

Partial Shapeshifting (Mountain Goat Hooves)

22 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling, Animal Companions, Mounts, and Summons

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants you partial animalistic traits, specifically Mountain Goat Hooves. This bestows the Hooves meta-trait and Super Climbing 3, though its use is restricted to mountaineering. The effect is persistent, but the cost to acquire it is a hefty 22 points.

Statistics

Alternate Form (Mountain Goat Hooves*; Sorcery, -15%) [22].* A new meta-trait: Hooves [3] and Super Climbing 3 (Accessibility, Only when mountaineering, -30%) [6]. 9 points.

Archmagister's Counsel

You want to scale a mountain without the bother of proper gear or training? This is how it's done. Don't let your 'Gifted' heir mistake this for a parlor trick; such control over the Lattice can turn a difficult tactical position into an impossible one for their enemies.

Source Spell

Partial Shapeshifting (Mountain Goat Hooves)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Saber Teeth)

30 points (KYOS: 31 points).

Shapeshifting & Polymorph, Speed, Haste, and Handling

Keywords

Buff, No-Signature, Summoning, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This particular Lattice manipulation partially transforms a subject, granting them the "Saber Teeth" meta-trait for 30 minutes. This includes Colorblindness [-10], Fangs [2], a Quirk for slurred speech [-1], and an impressive Bite ST +3 [3] (or +7 if you're using the KYOS rules). It costs 30 points (31 with KYOS) and requires no casting roll, though you'll still need to aim with Innate Attack (Gaze) at a range of up to 100 yards. No noticeable signs that you've just turned someone into a dental weapon.

Statistics

Affliction 1 (HT; Advantage, Saber Teeth, +140%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [30] (KYOS: 31). Notes: “Saber Teeth” is Alternate Form (Saber Teeth*; Magical, -10%) [14] (KYOS: 15). If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Colorblindness [-10], Fangs [2], Quirk (Slurred, but intelligible speech) [-1], and Bite ST +3 [3] (GURPS Martial Arts :Technical Grappling, page 28). -6 points. (KYOS – replace Bite ST +3 [3] with Bite ST +3 [7]).

Archmagister's Counsel

Equip your elite guard with this, my Lord. A sudden, terrifying dental advantage can break lines and morale faster than any general's tactic. Who cares if they speak a little funny if they're ripping through the enemy?

Source Spell

Partial Shapeshifting (Saber Teeth)

Source Spell Types

Individual Spell

Partial Shapeshifting (Saber Teeth)

13 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

An elegant manipulation of the Lattice, this spell allows you to partially manifest animalistic traits. You gain the Saber Teeth meta-trait, an Alternate Form costing 13 points, providing Colorblindness and a Speech Quirk, but granting Fangs and a formidable +3 to Bite ST. It is an indefinite effect upon yourself.

Statistics

Alternate Form (Saber Teeth*; Sorcery, -15%) [13].* A new meta-trait: Colorblindness [-10], Fangs [2], Quirk (Slurred, but intelligible speech) [-1], and Bite ST +3 [3] (GURPS Martial Arts: Technical Grappling, page 28). -6 points. (KYOS – replace Bite ST +3 [3] with Bite ST +3 [7]).

Archmagister's Counsel

This is a crude but effective way to make your courtesans more… persuasive. Imagine how much more seriously a merchant will take negotiations when your guardsmen have fangs.

Source Spell

Partial Shapeshifting (Saber Teeth)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Scorpion Tail)

44 points.

Body Forms & Embodiments, Speed, Haste, and Handling

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This Lattice manipulation inflicts a partial, temporary transformation upon the subject, granting them the meta-trait "Scorpion Tail." This provides a Striker (Impaling) and a potent Toxic Attack (1d+2 with HT-6 resist) for 30 minutes. The cost is 44 points, and it has a range of 100 yards, with no casting roll required. The attack itself uses Innate Attack (Gaze).

Statistics

Affliction 1 (HT; Advantage, Scorpion Tail, +280%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Scorpion Tail” is Alternate Form (Scorpion Tail*; Magical, -10%) [28]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Striker (Impaling) [8] and Toxic Attack 1d+2 (Follow-Up, Striker, +0%; Resistible, HT-6, +0%) [7]. 15 points.

Archmagister's Counsel

A king's assassin with a hidden scorpion's sting. This isn't about mere poison; it's about a sudden, unexpected impalement that leaves no magical trace, making investigations a frustrating endeavor for any 'expert' still clinging to Guild notions of spell signatures.

Source Spell

Partial Shapeshifting (Scorpion Tail)

Source Spell Types

Individual Spell

Partial Shapeshifting (Scorpion Tail)

27 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Damage, Defense, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

Through a partial transformation, the subject gains a Scorpion Tail meta-trait, including a Striker (Impaling) [8] and a Toxic Attack 1d+2 (Follow-Up, Striker; Resistible, HT-6) [7]. This manipulation of the Lattice costs 27 points and persists indefinitely.

Statistics

Alternate Form (Scorpion Tail*; Sorcery, -15%) [27].* A new meta-trait: Striker (Impaling) [8] and Toxic Attack 1d+2 (Follow-Up, Striker, +0%; Resistible, HT-6, +0%) [7]. 15 points.

Archmagister's Counsel

A sorcerer with a scorpion tail is an unexpected, potent assassin. Do not underestimate unexpected stings on the battlefield, whether from a spell or a blade coated in poison.

Source Spell

Partial Shapeshifting (Scorpion Tail)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Serpent’s Fangs)

33 points.

Shapeshifting & Polymorph, Beast Forms & Traits

Keywords

Buff, Cyclic, Damage, Defense, Melee, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice bestows the subject with the "Serpent's Fangs" meta-trait. This grants them a Toxic Attack (1d+1, resistant to HT-4, applied on contact with Reach C, cannot be parried). The poison cycle lasts three 1-day cycles. The transformation is an Affliction (HT), effective out to 100 yards with no signature, lasting 30 minutes. The base cost is 33 points.

Statistics

Affliction 1 (HT; Advantage, Serpent’s Fangs, +170%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [33]. Notes: “Serpent’s Fangs” is Alternate Form (Serpent’s Fangs*; Magical, -10%) [17]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Toxic Attack 1d+1 (Contact Agent, -30%; Cyclic, 3 1-day cycles, Resistible, +15%; Melee Attack, Reach C, Cannot Parry, -35%; Resistible, HT-4, -10%) [3]. 3 points.

Archmagister's Counsel

A fine way to ensure an enemy's demise is a slow and agonizing process, my Lord, far more satisfying than a quick death. It also keeps them from returning to the battle for quite some time, if they even survive.

Source Spell

Partial Shapeshifting (Serpent’s Fangs)

Source Spell Types

Individual Spell

Partial Shapeshifting (Serpent’s Fangs)

16 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Cyclic, Damage, Defense, Melee, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants you the Serpent's Fangs meta-trait. You gain a Toxic Attack of 1d+1 damage, applied as a contact agent. This attack is Cyclic, inflicting damage over three 1-day cycles, and is resistible by an HT-4 roll. The attack is a Melee Attack with Reach C, cannot be parried, and the full alteration costs 16 points for an indefinite duration. The Guild would try to overcomplicate the natural transformation, but the Lattice simply provides the necessary traits.

Statistics

Alternate Form (Serpent’s Fangs*; Sorcery, -15%) [16].* A new meta-trait: Toxic Attack 1d+1 (Contact Agent, -30%; Cyclic, 3 1-day cycles, Resistible, +15%; Melee Attack, Reach C, Cannot Parry, -35%; Resistible, HT-4, -10%) [3]. 3 points.

Archmagister's Counsel

Equip your elite assassins with this; a foe with a slow-acting poison that bypasses armor is a foe already defeated. Precision, not brute force, wins wars.

Source Spell

Partial Shapeshifting (Serpent’s Fangs)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Skunk Tail)

41 points.

Body Forms & Embodiments, Speed, Haste, and Handling

Keywords

Buff, Damage, Defense, No-Signature, Persistent, Summoning, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This Sorcery bestows the Skunk Tail meta-trait upon the subject, a precise alteration of the Lattice granting a functional skunk tail. This provides Immunity to Skunk Stench, an actual Tail, and a 1d Toxic Attack (HT resisted, respiratory agent, persistent, affects a 2-yard area behind the subject, with Choking symptoms at 2/3 HP). The effect lasts for 30 minutes and can be delivered up to 100 yards, demonstrating admirable control of subtle bodily transformations.

Statistics

Affliction 1 (HT; Advantage, Skunk Tail, +250%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [41]. Notes: “Skunk Tail” is Alternate Form (Skunk Tail*; Magical, -10%) [25]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Immunity to Skunk Stench [1], Tail [0], and Toxic Attack 1d (Area Effect, 2 yards, +50%; Drifting, +20%; Limited Arc, Straight Behind, -40%; Persistent, +40%; Reduced Range, 1/10, -30%; Resisted, HT, -25%; Respiratory Agent, +50%; Symptoms, 2/3 HP, Choking, +100%; Variable, Area, +5%) [11]. 12 points.

Archmagister's Counsel

You can transform an enemy into a walking stink bomb, but the real power is in using this on your own agents. Imagine a scout who literally clears a path by making an area uninhabitable – no messy fights, just tactical odor. The Guild calls it crude; I call it efficient.

Source Spell

Partial Shapeshifting (Skunk Tail)

Source Spell Types

Individual Spell

Partial Shapeshifting (Skunk Tail)

24 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Damage, Defense, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the user to sprout a Skunk Tail, granting immunity to skunk-like stenches and a noxious spray attack. This assault inflicts 1d toxic damage, with the potential to cause choking symptoms at 2/3 HP. The spray has a 2-yard area of effect, drifts, is persistent, and can be resisted by a HT roll. Effective range is 1/10th normal, and it can only be deployed in a straight line behind the user. This transformation costs 24 points to maintain indefinitely.

Statistics

Alternate Form (Skunk Tail*; Sorcery, -15%) [24].* A new meta-trait: Immunity to Skunk Stench [1], Tail [0], and Toxic Attack 1d (Area Effect, 2 yards, +50%; Drifting, +20%; Limited Arc, Straight Behind, -40%; Persistent, +40%; Reduced Range, 1/10, -30%; Resisted, HT, -25%; Respiratory Agent, +50%; Symptoms, 2/3 HP, Choking, +100%; Variable, Area, +5%) [11]. 12 points.

Archmagister's Counsel

Equip your scouts with this little trick. A single Sorcerer can clear out an enclosed space filled with enemy combatants without ever drawing a blade. A tactical stench, if you will.

Source Spell

Partial Shapeshifting (Skunk Tail)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Spider Arms)

71 points.

Body Forms & Embodiments, Beast Forms & Traits

Keywords

Buff, Damage, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This spell partially transforms the subject, granting them the "Spider Arms" meta-trait for 30 minutes. This provides two extra arms and an additional attack. It costs 71 points and has a range of 100 yards, applying as an Affliction against HT, with no visible signature.

Statistics

Affliction 1 (HT; Advantage, Spider Arms, +550%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [71]. Notes: “Spider Arms” is Alternate Form (Spider Arms*; Magical, -10%) [55]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Extra Arm 2 [20] and Extra Attack 1 [25]. 45 points.

Archmagister's Counsel

Equipping your assassins or guards with extra limbs for grappling and attacking can turn the tide of a skirmish. Who needs a master-at-arms when a sorcerer can produce a multi-armed brute?

Source Spell

Partial Shapeshifting (Spider Arms)

Source Spell Types

Individual Spell

Partial Shapeshifting (Spider Arms)

54 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Damage, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice-work grants two extra, functional arms, each with an extra attack. It's essentially a temporary, specialized mutation, ignoring trivialities like normal anatomy.

Statistics

Alternate Form (Spider Arms*; Sorcery, -15%) [54].* A new meta-trait: Extra Arm 2 [20] and Extra Attack 1 [25]. 45 points.

Archmagister's Counsel

When facing an opponent who can manifest additional limbs at will, one must question not only their ability to fight, but their sanity. Best to have such individuals join your ranks rather than stand against them.

Source Spell

Partial Shapeshifting (Spider Arms)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Tiger Paws)

30 points.

Body Forms & Embodiments, Speed, Haste, and Handling

Keywords

Buff, No-Signature, Summoning, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice partially transforms the subject into an animal, specifically granting them the Tiger Paws meta-trait. This affliction grants No Fine Manipulators [-30], Sharp Claws [5], and Arm ST +3 [15], for a net -10 points. The effect lasts 30 minutes, has no obvious magical signature, and can be cast at a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Tiger Paws, +140%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [30]. Notes: “Tiger Paws” is Alternate Form (Tiger Paws*; Magical, -10%) [14]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: No Fine Manipulators [-30], Sharp Claws [5], and Arm ST +3 [15] (GURPS Martial Arts: Technical Grappling, page 28). -10 points.

Archmagister's Counsel

Equip your elite skirmishers with these 'Tiger Paws' for brutal close-quarters combat. The Guild may debate the method, but the enemy will only feel the claws.

Source Spell

Partial Shapeshifting (Tiger Paws)

Source Spell Types

Individual Spell

Partial Shapeshifting (Tiger Paws)

13 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Self-targeted spell, costing 13 points, allows a partial transformation into an animal, granting the Tiger Paws meta-trait. This specific alteration provides Sharp Claws, No Fine Manipulators, and +3 ST to your arms, improving combat and climbing while hindering detailed work. The duration is indefinite.

Statistics

Alternate Form (Tiger Paws*; Sorcery, -15%) [13].* A new meta-trait: No Fine Manipulators [-30], Sharp Claws [5], and Arm ST +3 [15] (GURPS Martial Arts: Technical Grappling, page 28). -10 points.

Archmagister's Counsel

A fine way to gain an advantage in a grapple or climb, or to simply intimidate with a 'natural' weapon. Your lord could use this to make a point without drawing a blade, showing the rabble that nature itself is on his side.

Source Spell

Partial Shapeshifting (Tiger Paws)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Toad Tongue)

57 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling

Keywords

Buff, Information, No-Signature, Summoning, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This unique Lattice manipulation partially transforms the subject, granting them the 'Toad Tongue' meta-trait for 30 minutes. This meta-trait provides an Extra Arm 1 (Long 1, Weak 1/4 ST) and Peripheral Vision, a total value of 30 points. The casting costs 57 points and targets a subject up to 100 yards away, requiring an Innate Attack (Gaze) roll to aim.

Statistics

Affliction 1 (HT; Advantage, Toad Tongue, +410%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [57]. Notes: “Toad Tongue” is Alternate Form (Toad Tongue*; Magical, -10%) [41]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: Extra Arm 1 (Long 1, +100%; Weak, 1/4 ST, -50%) [15] and Peripheral Vision [15]. 30 points.

Archmagister's Counsel

Equipping your scouts with this means better intelligence gathering. Forget the arcane 'science' of it; a longer reach and wider sight means fewer surprises for your standard bearers. The Guild would insist on a lengthy ritual; your sorcerer simply gets it done.

Source Spell

Partial Shapeshifting (Toad Tongue)

Source Spell Types

Individual Spell

Partial Shapeshifting (Toad Tongue)

40 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Information, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell allows one to partially reshape their form, gaining the 'Toad Tongue' meta-trait. This manifest as an extra arm, weak but preternaturally long, useful for fine manipulation or reaching distant objects (Long 1, +100%; Weak, 1/4 ST, -50%), and improved Peripheral Vision.

Statistics

Alternate Form (Toad Tongue*; Sorcery, -15%) [40].* A new meta-trait: Extra Arm 1 (Long 1, +100%; Weak, 1/4 ST, -50%) [15] and Peripheral Vision [15]. 30 points.

Archmagister's Counsel

There are situations where the ability to snatch an object from across a room, or see what someone is doing out of the corner of your eye, can be invaluable. It doesn't matter if it's Sorcery or some Guildsman's 'precision' work; the Lattice provides, if you know how to ask.

Source Spell

Partial Shapeshifting (Toad Tongue)

Source Spell Types

Personal Animal Spells

Partial Shapeshifting (Turtle Shell)

42 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling

Keywords

Buff, Defense, No-Signature, Summoning, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This Lattice manipulation partially transmutes the subject, granting them the 'Turtle Shell' meta-trait for 30 minutes, which provides DR 5 to the torso. This effect inherently prevents wearing armor. The casting range is 100 yards and has no visible magical signature during its activation unless the target is a willing participant and the caster chooses to let them control the transformation as a magical item. The cost of this transmutation is 42 points.

Statistics

Affliction 1 (HT; Advantage, Turtle Shell, +260%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [42]. Notes: “Turtle Shell” is Alternate Form (Turtle Shell*; Magical, -10%) [27]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A new meta-trait: DR 5 (Cannot Wear Armor, -40%; Torso Only, -10%) [13]. 13 points.

Archmagister's Counsel

Armor is expensive and unwieldy. A detachment of couriers, guards, or even siege engineers with this boon can move faster and still shed most arrows or clumsy blows. Let the Guild spend their gold on steel, we will spend our energy on efficiency.

Source Spell

Partial Shapeshifting (Turtle Shell)

Source Spell Types

Individual Spell

Partial Shapeshifting (Turtle Shell)

26 points.

Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits

Keywords

Defense, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice-work grants the practitioner DR 5 on the torso, mirroring a turtle's shell. However, this defense prohibits wearing armor and is localized purely to the torso. It is a persistent effect, costing 26 points to maintain indefinitely.

Statistics

Alternate Form (Turtle Shell*; Sorcery, -15%) [26].* A new meta-trait: DR 5 (Cannot Wear Armor, -40%; Torso Only, -10%) [13]. 13 points.

Archmagister's Counsel

A fine way to add survivability to a scout or courier who needs to travel lightly. A shame the Guild still hasn't figured out why their 'armor' spells are so much less efficient than this manipulation of the Lattice.

Source Spell

Partial Shapeshifting (Turtle Shell)

Source Spell Types

Personal Animal Spells

Partial Vitrification

54 points.

Breaking, Shattering, and Ruin, Metal & Glass

Keywords

Control, Damage, Debuff, Defense, Malediction, Melee, No-Signature, Persistent, Resisted-HT, Touch

Casting Roll

Will. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

Permanent.

Description

With but a touch, this manipulation of the Lattice transmutes a living subject's flesh into glass. One may vitrify a single digit or the entire body below the neck, excluding the head. This Permanent Affliction is resisted by HT, and once applied, not even the so-called 'Dispel Magic' can undo it. As for the cost, it’s 54 points, which, let's be honest, is a pittance for such a permanent solution to a problem.

Statistics

Affliction 1 (HT; Can’t vitrify the head, -10%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Selective Effect, +20%; Sorcery, -15%) [54].

Archmagister's Counsel

You cannot vitrify the head, they say. I say, a body turned to glass is more than enough to silence dissent. Use this on a recalcitrant merchant or a rebellious minor lord to ensure lifelong… transparency in dealings. It’s certainly more impactful than mere imprisonment.

Source Spell

Partial Vitrification

Source Spell Types

Glass Spells

Passage Along the Rail

20 points.

Forced Movement & Restraint

Keywords

Information, Travel, Utility

Casting Roll

IQ; Special casting time and FP cost.

Range

Self.

Duration

Instantaneous.

Description

This working allows a caster on a rail to instantly teleport to any other point along that same rail, provided they can clearly visualize the destination. The caster can move themselves and up to Medium Encumbrance without issue, a precise plucking of the Lattice to bypass mundane travel.

Statistics

Warp (Accessibility, Only to another place on this line, -20%; Accessibility, Requires knowledge of destination, -10%; Blind Only, -50%; Cosmic, Based on memory of destination rather than spatial coordinates, +50%; Extra Carrying Capacity, Medium, +20%; Requires Concentrate, -15%; Special Portal, Railway, -40%; Sorcery, -15%) [20].

Archmagister's Counsel

Why bother with horses and roads when a magician can simply *be* somewhere else along your rail lines? Use this to move critical intelligence or personnel bypass blockades swiftly.

Source Spell

Rail Teleport

Source Spell Types

Forgotten Spells

Passage Between Rail Lines

20 points.

Grand Arcana & Constructs

Keywords

Travel, Utility

Casting Roll

IQ; Special casting time and FP cost.

Range

Self.

Duration

Instantaneous.

Description

By manipulating the Lattice around a rail system, the practitioner instantaneously teleports themselves and up to Extra-Heavy Encumbrance to a rail system in another city. This is an instantaneous effect requiring a special casting time and FP cost, and it relies on an IQ roll.

Statistics

Warp (Accessibility, Only to a rail system of another city, -40%; Blind Only, -50%; Extra Carrying Capacity, Extra-Heavy, +50%; Reliable 5, +25%; Requires Concentrate, -15%; Special Portal, Rail, -40%; Sorcery, -15%) [20].

Archmagister's Counsel

Why bother with lengthy journeys when the Lattice offers a direct line? A King who controls these 'passages' controls the flow of commerce and armies, making traditional borders… quaint.

Source Spell

System Switch

Source Spell Types

Forgotten Spells