All Spells (Alphabetical)

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Showing 1301-1400 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Personal Endure Elements Grand Arcana & Constructs 1.8 points/level.
Personal Ethereal Body Ways, Passage, and Travel, Body Forms, Limbs, and Alteration, Souls, Possession, and Bindings, Gravity 76 points or 156 points.
Personal False Tracks Grand Arcana & Constructs 1 point.
Personal Feather Fall Speed, Haste, and Handling, Winds, Vapors, and Sky Passage 14 points.
Personal Feathers Beast Forms & Traits 1 or 8 points.
Personal Flaming Armor Armor & Battle Shells, Flame Assaults & Battlefire 7 points.
Personal Flee Grand Arcana & Constructs 3.75 points/level.
Personal Flexibility Body Forms, Limbs, and Alteration 2/5/13 points.
Personal Flight Ways, Passage, and Travel, Radiance, Sight, and Reflection 34 points.
Personal Fluid Vision Senses & Perception, Winds, Vapors, and Sky Passage, Drowning, Dehydration, and Fluid Assaults 18 points/level.
Personal Forest Defense Grand Arcana & Constructs 14 points.
Personal Fur Beast Forms & Traits 1 or 8 points.
Personal Gift of Letters Arcane Utilities & Implements 11 points.
Personal Gift of Tongues Arcane Utilities & Implements 11 points.
Personal Glass Vision Senses & Perception, Metal & Glass 5 points/level.
Personal Glass Wall Metal & Glass 36 points.
Personal Glasswraith Metal & Glass 37 points.
Personal Grace Internal Ruin, Fatigue, and Decline 17 points/level.
Personal Gravity Tolerance Ways, Passage, and Travel, Gravity 5 points or more.
Personal Great Haste Grand Arcana & Constructs 85 points.
Personal Halt Ageing Healing 14 points.
Personal Haste Grand Arcana & Constructs 17 points/level.
Personal Hawk Flight Ways, Passage, and Travel, Radiance, Sight, and Reflection 52 points for level 1 + 18 points/additional level.
Personal Hawk Vision Senses & Perception 4.25 points/level.
Personal Hearing Protection Resistances & Immunities 1 point or 5 points
Personal Hide Stealth 2.9 points/level.
Personal Hide Emotion Communication & Empathy, Stealth 27 points.
Personal Hide from Animals Animal Companions, Mounts, and Summons, Stealth 36 or 44 points.
Personal Hide from Undead Undead Animation & Command, Stealth 26 points or 34 points.
Personal Hide Path Stealth 10 points.
Personal Hide Thoughts Stealth 26 points.
Personal Hold Breath Vital Functions & Augmentation, Breath & Atmosphere 17 points.
Personal Hush Sorcerous Services & Rites 48 points.
Personal Hypervision Senses & Perception, Ways, Passage, and Travel, Gravity 13 points.
Personal Ice Armor Armor & Battle Shells, Ice, Snow, and Frost 30 points.
Personal Ice Movement Ice, Snow, and Frost 21 points.
Personal Ice Shield Wards, Shields, and Barriers, Ice, Snow, and Frost 15 points.
Personal Icewalking Sorcerous Services & Rites 5 points.
Personal Infravision Senses & Perception 9 points.
Personal Insignificance Sorcerous Services & Rites 18.5 points/level.
Personal Instant Regeneration Healing 234 points.
Personal Invisibility Holy 66 or 74 points.
Personal Juggernaut Armor Armor & Battle Shells, Wood, Vines, and Plant Forms, Force, Food 8.5 points/level.
Personal Jump Ways, Passage, and Travel, Gravity 2.5 points/level.
Personal Keen Hearing Sorcerous Services & Rites 2 points/level.
Personal Keen Taste and Smell Senses & Perception 2 points/level.
Personal Keen Touch Senses & Perception 2 points/level.
Personal Keen Vision Senses & Perception 2 points/level.
Personal Lesser Flight Ways, Passage, and Travel, Radiance, Sight, and Reflection 16 or 24 points.
Personal Light Step Speed, Haste, and Handling, Radiance, Sight, and Reflection 12 points.
Personal Light Tread Ways, Passage, and Travel, Radiance, Sight, and Reflection, Gravity 10 points.
Personal Lightning Armor Armor & Battle Shells, Lightning of the Air, Lightning & Radiant Assaults 14 points.
Personal Mage-Stealth Stealth 53 points.
Personal Magic Resistance Resistances & Immunities 5 points/level.
Personal Mantle of the Icy Soul Souls, Possession, and Bindings 45 points.
Personal Mask Heat Heat, Fuel, and Hearthwork 8 points or 37 points.
Personal Mass Sense Detection & Appraisal, Ways, Passage, and Travel, Gravity 35 points.
Personal Metal Vision Senses & Perception, Metal & Glass 9 points/level.
Personal Might Internal Ruin, Fatigue, and Decline 8.5 points/level.
Personal Mirrored Skin Sorcerous Services & Rites 12 points.
Personal Monitor Air Readings & Analysis, Breath & Atmosphere 62 points.
Personal Monk’s Banquet Wood, Vines, and Plant Forms, Force, Food 9 points.
Personal Mudwalker Earthshape, Passage, and Transmutation 5 points.
Personal Muffle Sorcerous Services & Rites 8.5 points/level.
Personal Night Vision Senses & Perception 8 points.
Personal Partial Shapeshifting (Chameleon Eyes) Shapeshifting & Polymorph, Speed, Haste, and Handling, Beast Forms & Traits 31 points.
Personal Plant Sense Growth, Blessing, and Husbandry 5 points.
Personal Plant Vision Senses & Perception, Plant Lore, Speech, and Passage 5 points/level.
Personal Plasma Armor Armor & Battle Shells, Flame Assaults & Battlefire, Energy 20 points.
Personal Plastic Vision Senses & Perception 9 points/level.
Personal Presence Grand Arcana & Constructs 18.5 points/level.
Personal Preservation Sorcerous Services & Rites 52 points.
Personal Reaper’s Embrace Death Curses & Withering 31 points.
Personal Reflect Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather 27 points/level.
Personal Reflexes Internal Ruin, Fatigue, and Decline 13 points.
Personal Regeneration Healing 36 points.
Personal Resist Acid Resistances & Immunities, Acid 55.5 points for level 1 + 37.5 points/additional level.
Personal Resist Air Resistances & Immunities, Breath & Atmosphere 66.5 points for level 1 + 57.5 points/additional level.
Personal Resist Cold Resistances & Immunities, Heat, Fuel, and Hearthwork 46.5 points for level 1 + 37.5 points/additional level.
Personal Resist Corrosion Resistances & Immunities, Acid 8 points.
Personal Resist Disease Healing, Poison 9 points.
Personal Resist Earth Resistances & Immunities, Stone, Soil, and Sand 46.5 points for level 1 + 37.5 points/additional level.
Personal Resist Energy Resistances & Immunities, Energy 43 points.
Personal Resist Fire Resistances & Immunities, Flame Assaults & Battlefire 46.5 points for level 1 + 37.5 points/additional level.
Personal Resist Gravity Resistances & Immunities, Ways, Passage, and Travel, Gravity 4.75 points/level.
Personal Resist Lightning Resistances & Immunities, Lightning of the Air, Radiance, Sight, and Reflection 52.5 points for level 1 + 37.5 points/additional level.
Personal Resist Pain Resistances & Immunities, Vital Functions & Augmentation 26 points.
Personal Resist Plasma Resistances & Immunities, Flame Assaults & Battlefire, Energy 22.5 points/level.
Personal Resist Poison Resistances & Immunities, Poison 13 points.
Personal Resist Pressure Resistances & Immunities 8 or 18 points.
Personal Resist Radiation Resistances & Immunities, Radiation 10.5 points/level.
Personal Resist Sound Resistances & Immunities, Sound 51.5 points for level 1 + 37.5 points/additional level.
Personal Resist Water Resistances & Immunities, Water Shaping & Passage 16 points.
Personal Rockwalking Earthshape, Passage, and Transmutation 9 points.
Personal Sandstrider Earthshape, Passage, and Transmutation 5 points.
Personal Scales Beast Forms & Traits 1 or 8 points.
Personal Scentlessness Winds, Vapors, and Sky Passage 36 points.
Personal Scryguard Concealments & Counter-Senses 37 points.
Personal See Invisible Shadows & Obscurity, Illusion & Creation 13 points.
Personal Selective Gravity Ways, Passage, and Travel, Gravity 71 points.

Personal Endure Elements

1.8 points/level.

Grand Arcana & Constructs

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your temperature comfort zone (between 35° and 90° for humans) extends by HT degrees in both directions per level of this spell. Unlike most spells with an indefinite duration, this spell costs 1 FP per hour, not 1 FP per minute to maintain.

Description

This Persistent Self-only spell extends your comfortable temperature range (normally between 35° and 90° for humans) by HT degrees in both extremes per level. It costs 1.8 points per level and, unlike most indefinite durations, requires only 1 FP per hour to maintain.

Statistics

Temperature Tolerance 2 (Magical, -10%) [1.8/level].

Archmagister's Counsel

Why bother with cloaks and campfires when you can simply pluck the Lattice to achieve elemental mastery? A disciplined sorcerer with this 'personal thermostat' can march through a blizzard or a desert without breaking a sweat, ensuring your troops are always ready for battle, not shivering for warmth.

Source Spell

Personal Endure Elements

Source Spell Types

Individual Spell

Personal Ethereal Body

76 points or 156 points.

Ways, Passage, and Travel, Body Forms, Limbs, and Alteration, Souls, Possession, and Bindings, Gravity

Keywords

Damage, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice-work renders the caster intangible, allowing passage through solid objects and movement without sound. The 'Personal Ethereal Body' effect is Insubstantiality (Can Carry Objects, Light Encumbrance, +20%; No Vertical Move, -10%; Sorcery, -15%) [76]. An improved version adds Affects Substantial, +100% to Insubstantiality [+80].

Statistics

Insubstantiality (Can Carry Objects, Light Encumbrance, +20%; No Vertical Move, -10%; Sorcery, -15%) [76]. The improved version adds the Affects Substantial, +100% to Insubstantiality [+80].

Archmagister's Counsel

A fine way to bypass defenses, provided the practitioner remembers that 'no vertical move' means no flying – a common mistake from those who forget the fundamental limits of even the most clever Lattice manipulations.

Source Spell

Personal Ethereal Body

Source Spell Types

Personal Gate and Gravity Spells

Personal False Tracks

1 point.

Grand Arcana & Constructs

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent utility allows you to, for 1 point. and indefinitely, leave tracks that mimic another creature, as specified by you at the moment of weaving the Lattice. Any attempt to track you with Tracking requires a Quick Contest against your Naturalist skill to determine if the mimicry succeeds.

Statistics

Different Footprints (Sorcery, -15%) [1].

Archmagister's Counsel

Rather than obsessing over which 'discipline' creates these false trails, understand that their utility lies in deception. A clever Lord can use this to misdirect enemies or vanish when the situation demands, regardless of whether a wizard or sorcerer is 'plucking the threads.'

Source Spell

Personal False Tracks

Source Spell Types

Individual Spell

Personal Feather Fall

14 points.

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

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

The caster manipulates the Lattice to acquire Flight (Gliding), allowing them to descend safely from any height. This effect costs 14 points and grants no ability to gain altitude. Once activated, the effect is indefinite until dismissed.

Statistics

Flight (Gliding, -50%; Sorcery, -15%) [14].

Archmagister's Counsel

Equip your elite scouts and messengers with this. Crossing treacherous terrain or bypassing walls becomes trivially simple, and without the flashy, 'look at me!' theatrics of full flight.

Source Spell

Personal Feather Fall

Source Spell Types

Personal Air Spells

Personal Feathers

1 or 8 points.

Beast Forms & Traits

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This minor Lattice-work provides a covering of feathers, negating up to -2 in environmental penalties due to wetness, particularly cold. An improved version offers a modest DR 2 (Flexible, Magical) against physical attacks, providing a useful layer of protection that doesn't hinder movement.

Statistics

Feathers (Sorcery, -15%) [1]. The improved version adds DR 2 (Flexible, -20%; Magical, -10%) [+7].

Archmagister's Counsel

While seemingly trivial, a Sorcerer with this 'feathered skin' is less susceptible to the elements. Remember this when your scouts report on enemy movements in foul weather; comfort, or lack thereof, impacts their vigilance.

Source Spell

Personal Feathers

Source Spell Types

Personal Animal Spells

Personal Flaming Armor

7 points.

Armor & Battle Shells, Flame Assaults & Battlefire

Keywords

Aura, Damage, Defense, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell enshrouds the caster in a persistent flame, delivering 1d-1 burning damage to any who make physical contact. It also provides illumination equivalent to a torch. The Guild calls it 'Flaming Armor'; I call it a deterrent to unwelcome hugs.

Statistics

Burning Attack 1d-1 (Aura, +80%; Melee Attack, Reach C, -30%; Sorcery, -15%) [6] + Illumination (Magical, -10%) [1].

Archmagister's Counsel

Equip your elite guard with this; a flaming patrol is far more effective than a mere torch-lit one. The Lattice cares not for the source of the fire, only its heat.

Source Spell

Personal Flaming Armor

Source Spell Types

Personal Fire Spells

Personal Flee

3.75 points/level.

Grand Arcana & Constructs

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your Basic Move is increased by 1 per level of this spell, but only in situations where Enhanced Move (p. B52) or Sprinting (p. B354) would apply.

Description

This Persistent manipulation of the Lattice boosts your Basic Move by 1 per level. This effect manifests when Enhanced Move or Sprinting conditions are met, allowing for greater bursts of speed when it truly counts.

Statistics

Basic Move 1 (Sorcery, -15%; Takes Extra Time 1, -10%) [3.75/level].

Archmagister's Counsel

Your scouts will cover ground faster, your messengers will outrun pursuit, and your special forces will breach defenses with startling alacrity. The method is irrelevant; the increased pace of your dominion is all that matters.

Source Spell

Personal Flee

Source Spell Types

Individual Spell

Personal Flexibility

2/5/13 points.

Body Forms, Limbs, and Alteration

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This flexible manipulation of the Lattice grants the caster +1 to Climbing, Escape, Erotic Art, and attempts to break free in close combat. It also allows ignoring up to -1 in close-quarters combat penalties. The cost is "2/5/13 points," and the effect is Indefinite.

Statistics

Flexibility (One Third of the Effect, x1/3; Sorcery, -15%) [2]. The improved version removes One Third of the Effect, x1/3 [+3]. The greater version improves Flexible to Double-Jointed [+8].

Archmagister's Counsel

A lord with this 'trick' could extricate himself from any number of compromising positions, be it a bind of rope or a bad reputation. The method of plucking the Lattice matters little; the outcome, in this case, is advantageous flexibility.

Source Spell

Personal Flexibility

Source Spell Types

Personal Body Control Spells

Personal Flight

34 points.

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

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent spell allows the caster to achieve flight, a direct manipulation of the Lattice to defy gravity indefinitely. While effective at any altitude with breathable atmosphere, adventurers venturing into the upper reaches will need additional protections, such as "Doesn't Breathe" and "Temperature Tolerance," to survive the harsh conditions.

Statistics

Flight (Sorcery, -15%) [34].

Archmagister's Counsel

There are few spectacles more demoralizing to enemy ground troops than a Lord—or his Sorcerer—descending from the sky. It is a potent display of authority, demonstrating an advantage gained by plucking the Lattice to your own designs.

Source Spell

Personal Flight

Source Spell Types

Movement Spells

Personal Fluid Vision

18 points/level.

Senses & Perception, Winds, Vapors, and Sky Passage, Drowning, Dehydration, and Fluid Assaults

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This ‘Lattice-work’ allows the subject to perceive through various obfuscating fluids and particulate matter, such as water, ice, steam, smoke, fog, dust, or sand. Each level of the spell grants the ability to see through an additional foot of these substances indefinitely.

Statistics

Penetrating Vision 2 (Sorcery, -15%; Specific, Air, -40%) [9] + Penetrating Vision 2 (Sorcery, -15%; Specific, Water, -40%) [9]. Each additional level adds two more levels of each Penetrating Vision. As a special effect, this is treated as a single advantage instead of two advantages for the purpose of FP costs.

Archmagister's Counsel

Equip your scouts and spymasters with this, my lord. The ability to see through a blizzard or a fortified trench of misty traps offers an undeniable advantage in reconnaissance. Let the Guild argue about the methods; you reap the benefits.

Source Spell

Personal Fluid Vision

Source Spell Types

Personal Air Spells

Personal Forest Defense

14 points.

Grand Arcana & Constructs

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This working commands nearby vegetation to serve as a mobile shield, granting the caster DR 5 against all attacks as long as they remain within a hex containing plant life. The DR is cumulative with worn armor. This is truly a paltry sum for such protection.

Statistics

Damage Resistance 5 (Environmental, Vegetation, -40%; Force Field, +20%; Nuisance Effect, Strength is based on vegetation density, -10%; Sorcery, -15%) [14].

Archmagister's Counsel

An excellent method for a lord to traverse wilderness with fewer encumbrances, though he should remember that the Lattice only provides protection when the plants are present. Not quite the 'always on' solution some might hope for.

Source Spell

Personal Forest Defense

Source Spell Types

Individual Spell

Personal Fur

1 or 8 points.

Beast Forms & Traits

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This minor Lattice manipulation allows you to grow fur suitable for sun protection, a persistent effect costing 1 energy point. For 8 energy points, the fur thickens to provide DR 2, also a persistent effect. Whether you call it 'Sorcery' or 'Wizardry,' the sun (or a blade) cares only for the outcome.

Statistics

Fur (Sorcery, -15%) [1]. The improved version adds DR 2 (Flexible, -20%; Magical, -10%) [+7].

Archmagister's Counsel

Excellent for scouts operating in harsh climates, or as a subtle, persistent defense. No guard will question a bit of unkempt hair, and your agent will be grateful for the lack of sunburn and minor protection from a stray arrow.

Source Spell

Personal Fur

Source Spell Types

Personal Animal Spells

Personal Gift of Letters

11 points.

Arcane Utilities & Implements

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants the caster immediate literacy in a single chosen written language. The effect is persistent, costing 11 points to maintain. No casting roll, merely a decision to pluck this particular thread.

Statistics

Cosmic Power 3 (Limited, One Written Language, -50%; Sorcery, -15%) [11].

Archmagister's Counsel

Ensure your spies utilize this 'Gift of Letters' to skim enemy communiques directly. Far more efficient than relying on fallible translators. The method of gaining this literacy matters not; only that the information is gleaned.

Source Spell

Personal Gift of Letters

Source Spell Types

Individual Spell

Personal Gift of Tongues

11 points.

Arcane Utilities & Implements

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of The Lattice grants the caster immediate fluency in a single chosen spoken language, lasting indefinitely. The cost is 11 points.

Statistics

Cosmic Power 3 (Limited, One Spoken Language, -50%; Sorcery, -15%) [11].

Archmagister's Counsel

Ensure your spies or diplomats understand the local patois. Nothing screams 'foreign interference' more than relying on an interpreter.

Source Spell

Personal Gift of Tongues

Source Spell Types

Individual Spell

Personal Glass Vision

5 points/level.

Senses & Perception, Metal & Glass

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

An ongoing attunement to The Lattice that allows the caster to perceive through glass, regardless of its opacity or distortion. Each level of this Sorcery grants the ability to see through an additional foot of glass, effectively ignoring its visual obstruction.

Statistics

Penetrating Vision 2 (Sorcery, -15%; Specific, Glass, -60%) [5]. Each level adds two more levels of Penetrating Vision [+5].

Archmagister's Counsel

This seemingly minor trick is invaluable for surveillance or identifying hidden compartments. A Lord with spies who possess this particular 'talent' will always have an edge.

Source Spell

Personal Glass Vision

Source Spell Types

Personal Earth Spells

Personal Glass Wall

36 points.

Metal & Glass

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

A direct manipulation of the Lattice that allows the caster to perceive through solid barriers up to 4 feet thick, regardless of material. The image of the barrier itself is faint, yet perfectly allows unimpeded vision beyond.

Statistics

Penetrating Vision 8 (Sorcery, -15%; Specific, Barriers, -40%) [36].

Archmagister's Counsel

This trivial act of 'seeing through' solid objects is invaluable; employ it to find hidden passages, detect ambushers, or simply to ensure your Lord isn't walking into an unnecessarily unpleasant situation.

Source Spell

Personal Glass Wall

Source Spell Types

Individual Spell

Personal Glasswraith

37 points.

Metal & Glass

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Self-target spell makes the caster intangible to glass and obsidian, effectively granting Permeation (Glass) and Injury Tolerance (Diffuse; Limited, Glass). You can carry objects (up to Medium Encumbrance) while intangible. The downside is that you cannot switch this effect off, cannot carry anything made of glass, and automatically fall through glass floors. It costs 37 points to manifest.

Statistics

Permeation (Glass; Can Carry Objects, Medium Encumbrance, +50%; Magical, -10%; Nuisance Effect, Can’t carry anything glass, -20% Nuisance Effect, Cannot turn it off, -5%) [12] + Injury Tolerance (Diffuse; Limited, Glass, -60%; Sorcery, -15%) [25].

Archmagister's Counsel

While this ‘Lattice-work’ is quite convenient for bypassing security in glass-heavy structures, remember that all magic reveals itself in surprising ways; you will find a glass floored vault… eventually.

Source Spell

Personal Glasswraith

Source Spell Types

Personal Earth Spells

Personal Grace

17 points/level.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your DX is increased by 1 per level of this spell. This affects the DX-based skills, Basic Speed, etc.

Description

This Persistent (Utility) spell allows the caster to directly enhance their Dexterity. For each level invested, your DX increases by 1, with corresponding improvements to DX-based skills and Basic Speed. It remains active indefinitely once cast; a truly efficient manipulation of the Lattice, if ever there was one.

Statistics

DX 1 (Sorcery, -15%) [17/level].

Archmagister's Counsel

This is not merely an 'attribute buff'; it is a foundational enhancement. A general with enhanced Dexterity makes quicker decisions in battle, a diplomat more deft in their presentations, and a lord more secure in their seat. Do not dismiss its power simply because it lacks a flashy explosion.

Source Spell

Personal Grace

Source Spell Types

Personal Body Control Spells

Personal Gravity Tolerance

5 points or more.

Ways, Passage, and Travel, Gravity

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation, costing 5 or more points, renders the caster immune to the usual penalties associated with non-native gravitational fields. The effect is 'Self' only and 'Indefinite.' No casting roll is required; the cost simply buys off the discomfort. Essentially, you acquire levels of "Improved G-Tolerance" for 4.25 character points per level, allowing you to ignore the standard 0.2G increments of penalty.

Statistics

Improved G-Tolerance (Sorcery, -15%) [4.25/level].

Archmagister's Counsel

Understanding how to manage gravity, not just on your person but across a vessel, can turn impossible expeditions into mere voyages. Don't let your sorcerers get caught flat-footed when campaigning on a world with a 'thicker' pull; it's bad for morale and worse for war.

Source Spell

Personal Gravity Tolerance

Source Spell Types

Personal Gate and Gravity Spells

Personal Great Haste

85 points.

Grand Arcana & Constructs

Keywords

Damage, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell accelerates your personal time rate, doubling your subjective experience of reality. For every real second, you perceive two. This effectively grants an Altered Time Rate of 1, a constant condition woven into your personal Lattice for 85 points.

Statistics

Altered Time Rate 1 (Sorcery, -15%) [85].

Archmagister's Counsel

A fool relies on faster feet, a clever one on faster thoughts. Use this to outthink, not just outrun, your competition – that's how battles are truly won, my Lord.

Source Spell

Personal Great Haste

Source Spell Types

Individual Spell

Personal Halt Ageing

14 points.

Healing

Keywords

Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This working renders the caster immune to the ravages of time, effectively halting the aging process. Unlike most indefinite Lattice manipulations, this one demands a mere 1 FP per hour for maintenance, rather than per minute.

Statistics

Unaging (Magical, -10%) [14].

Archmagister's Counsel

A fine spell for a monarch, allowing them to rule indefinitely, provided their advisors are loyal and their coffers are deep enough to maintain the magic's drip. The Guild pretends this is a 'Sorcerous corruption'; I call it shrewd longevity.

Source Spell

Personal Halt Ageing

Source Spell Types

Individual Spell

Personal Haste

17 points/level.

Grand Arcana & Constructs

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of The Lattice grants the caster an increase of 1.00 to their Basic Speed, consequently improving Basic Move and Dodge. Each +1.00 Basic Speed costs 17 points and is inherent to the caster.

Statistics

Basic Speed 1.00 (Sorcery, -15%) [17/level].

Archmagister's Counsel

Why bother with elaborate escape plans when you can simply outrun danger? This is useful for any Lord who wishes to personally ensure his longevity, or for a swift-footed spy.

Source Spell

Personal Haste

Source Spell Types

Individual Spell

Personal Hawk Flight

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

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

Keywords

Damage, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the caster to fly, much like a hawk. It functions in any significant atmosphere, though higher altitudes demand additional preparations for survival. The base cost is 52 points for level one, with each subsequent level costing an additional 18 points, improving aerial movement. There is no casting roll required; the effect is indefinite and self-targeted.

Statistics

Flight (Sorcery, -15%) [34] + Enhanced Move 1 (Air; Magical, -10%) [18]. Each additional level adds an additional level of Enhanced Move 1 (Air; Magical, -10%) [+18].

Archmagister's Counsel

A Lord who can personally survey his lands from above, unburdened by beast or machine, holds an undeniable strategic advantage. This isn't sorcery; it's intelligence gathering.

Source Spell

Personal Hawk Flight

Source Spell Types

Flight Spells

Personal Hawk Vision

4.25 points/level.

Senses & Perception

Keywords

Damage, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This innate manipulation of the Lattice grants the caster telescopic vision, reducing range penalties on Vision rolls by -1 per level at all times. An Aim maneuver further enhances this, reducing penalties by -2 per level for that turn. This is not some parlor trick; it's a permanent enhancement to your senses, paid for at 4.25 points per level.

Statistics

Telescopic Vision 1 (Sorcery, -15%) [4.25/level].

Archmagister's Counsel

There's no need for expensive scouts when your mages can simply see for miles. A few of these 'sorcerers' with enough levels could replace an entire forward observation unit.

Source Spell

Personal Hawk Vision

Source Spell Types

Individual Spell

Personal Hearing Protection

1 point or 5 points

Resistances & Immunities

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This working hardens your auditory sensitivity, making you less susceptible to overloading. You may ignore -1 in hearing penalties inflicted by noise and gain a +1 bonus to HT rolls made to resist deafening effects, ensuring your senses remain sharp amid cacophony. A more robust plucking of the Lattice provides an improved version, granting a -5 immunity to noise penalties without penalty to normal hearing, and conferring 5 points of Damage Reduction against sonic attacks.

Statistics

Robust Hearing (Sorcery, -15%) [1]. “Improved Hearing Protection” is Protected Hearing (Sorcery, -15%) [5].

Archmagister's Counsel

Ensure your shock troop commanders are imbued with this so they never miss an order amidst battle. A king's ear should always be clear, regardless of the din of a battlefield or the whispers of a court.

Source Spell

Personal Hearing Protection

Source Spell Types

Individual Spell

Personal Hide

2.9 points/level.

Stealth

Keywords

Healing, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This deft manipulation of the Lattice renders the caster harder to detect. Merely standing still makes you invisible, requiring a Vision roll to be seen even in plain sight. For those already hidden, this effect imposes a -1 penalty per level of this spell to any Vision roll made to find you. The cost is 2.9 points per level, and the effect is indefinite.

Statistics

Obscure 1 (Vision; Accessibility, Only while standing still, -40%; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [2.9/level].

Archmagister's Counsel

You want to slip through enemy lines or stand guard unnoticed? This is your ticket. Don't let those prattling Guild mages fool you with their 'subtlety'; sometimes, the best defense is simply not being there.

Source Spell

Personal Hide

Source Spell Types

Individual Spell

Personal Hide Emotion

27 points.

Communication & Empathy, Stealth

Keywords

Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your current emotional state becomes impossible to discern. This always includes the following: Body Language, Detect Lies, Criminology, Interrogation, and Psychology on you, as well as some Influence skills when the GM thinks understanding the subject’s emotional state would be important. It also includes uses of Empathy or Sensitive and similar traits.

Description

A clever manipulation of The Lattice that conceals your current emotional state, rendering you inscrutable to attempts at discernment. This includes mundane techniques like Body Language, Detect Lies, Criminology, Interrogation, and Psychology, as well as supernatural abilities such as Empathy or Sensitive. Effectively, you gain Obscure 10 (Emotions) against all who would probe your feelings.

Statistics

Obscure 10 (Emotions; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [37].

Archmagister's Counsel

Your spymasters will prize this, my lord. To sow discord or gather intelligence, the ability to conceal your true feelings is far more valuable than a thousand well-practiced lies. It's a key to winning wars without shedding a single drop of blood.

Source Spell

Personal Hide Emotion

Source Spell Types

Individual Spell

Personal Hide from Animals

36 or 44 points.

Animal Companions, Mounts, and Summons, Stealth

Keywords

Damage, Information, Persistent, Summoning, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice renders the subject invisible to animals. The effect applies also to anything the subject carries, up to Medium encumbrance. The subject still generates sound, leaves tracks, and emits scent. The base application costs 36 points and dispels if the subject attacks; an improved version removes this limitation for 44 points.

Statistics

Invisibility (Accessibility, Animals Only, -25%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Sorcery, -15%) [36]. The improved version removes the Dispels after an attack limitation from the advantage [+8].

Archmagister's Counsel

Rather than teaching your men to tread lightly and mask their scents, simply teach them to pluck this thread of the Lattice. Then, deploy them to scout enemy animal handlers or slip through hostile patrols reliant on their hounds; the animals won't even register a presence.

Source Spell

Personal Hide from Animals

Source Spell Types

Personal Animal Spells

Personal Hide from Undead

26 points or 34 points.

Undead Animation & Command, Stealth

Keywords

Damage, Information, Persistent, Summoning, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This particular plucking of The Lattice renders the caster, and any carried items up to Medium encumbrance, imperceptible to undead. The basic manipulation costs 26 points; it is broken if you initiate an attack. An improved manipulation costs 34 points and does not suffer from this limitation. Note that it does not mask sound, scent, or tracks; only direct visual detection by the undead. Its duration is indefinite, affecting only the caster.

Statistics

Invisibility (Accessibility, Undead Only, -50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Sorcery, -15%) [26]. The improved version removes the Dispels after an attack limitation from the advantage [+8].

Archmagister's Counsel

You can walk right past a grave host with this, Lord, provided you don't step on a twig or reek of the stables. A crude solution, but effective when your objective is to simply *not be seen* by mindless animated corpses.

Source Spell

Personal Hide from Undead

Source Spell Types

Individual Spell

Personal Hide Path

10 points.

Stealth

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice allows the caster to move through vegetation—grass, undergrowth, jungle—without leaving any visible sign. Tracking attempts reliant solely on sight automatically fail. Be aware that methods not dependent on visual cues, such as scent, remain entirely unaffected.

Statistics

Unusual Training (Light Walk, no Stealth bonus, only through vegetation) [1] + Light Walk (H) DX [4] modified with Cosmic, No die roll required, +100% and Sorcery, -15% for a final cost of 10 points.

Archmagister's Counsel

Your scouts will be invaluable with this; they can move through enemy territory without leaving a trace for the common soldier. No need for fancy Guild rituals, just effective deployment.

Source Spell

Personal Hide Path

Source Spell Types

Individual Spell

Personal Hide Thoughts

26 points.

Stealth

Keywords

Control, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your mind becomes impossible to read and control.

Description

This effect, maintaining an indefinite duration, renders the caster's mind completely immune to any attempt at thought-reading or mental control. It's a permanent and continuous manipulation of The Lattice around one's own consciousness, costing 26 points.

Statistics

Immunity to Mind Control (Sorcery, -15%) [26].

Archmagister's Counsel

Teach your spymasters this. It's not about being clever in your deceptions; it's about being impenetrable when the enemy seeks to pry. A king's secrets are only as safe as the minds that hold them.

Source Spell

Personal Hide Thoughts

Source Spell Types

Individual Spell

Personal Hold Breath

17 points.

Vital Functions & Augmentation, Breath & Atmosphere

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Lattice-work allows the caster to cease breathing indefinitely, effectively granting the Doesn't Breathe advantage (Sorcery, -15%) [17]. It postpones suffocation but does not supply oxygen; use it to endure a noxious environment until escape is possible, not to live underwater.

Statistics

Doesn’t Breathe (Sorcery, -15%) [17].

Archmagister's Counsel

Inform your operatives that this is not an excuse to take a leisurely stroll through an enemy's poison gas attack, but rather a temporary measure to gain a crucial advantage or escape a deadly trap.

Source Spell

Personal Hold Breath

Source Spell Types

Personal Body Control Spells

Personal Hush

48 points.

Sorcerous Services & Rites

Keywords

Healing, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice renders you incapable of producing any sound, intentionally or accidentally, across all frequencies. You gain Obscure 10 against Hearing, specifically extending to Sonar, Subsonic Hearing, Ultrahearing, and Vibration Sense. This comes at the cost of being Mute, a temporary disadvantage.

Statistics

Obscure 10 (Hearing; Defensive, +50%; Extended, Sonar, Subsonic Hearing, Ultrahearing, and Vibration Sense, +80%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%; Temporary Disadvantage, Mute, -25%) [48].

Archmagister's Counsel

A sorcerer employing this 'hush' is either sneaking in or slipping out. Either way, they have something to hide, and you should ensure your own agents use it better or detect it sooner.

Source Spell

Personal Hush

Source Spell Types

Individual Spell

Personal Hypervision

13 points.

Senses & Perception, Ways, Passage, and Travel, Gravity

Keywords

Information, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants the caster the ability to perceive four spatial dimensions, allowing sight within hyperspace. It is the sensory component of navigating the impossible.

Statistics

See Invisible (Hyperspatial; Sorcery, -15%) [13].

Archmagister's Counsel

Understanding hyperspace is paramount for strategic advantage. Granting your scouts Personal Hypervision ensures they are not blind in an unseen dimension, preventing costly ambushes from those who consider it their personal domain.

Source Spell

Personal Hypervision

Source Spell Types

Personal Gate and Gravity Spells

Personal Ice Armor

30 points.

Armor & Battle Shells, Ice, Snow, and Frost

Keywords

Damage, Defense, Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This working covers your body in an icy layer, granting DR 8 to your entire body. This includes your eyes, a touch the Guild would call 'impolite' but I call 'thorough.' You pay 30 points once and it stays active until you dismiss it or it is destroyed, much like any well-maintained armor. Like all such defenses, it offers limited protection against fire and can be ablative or semi-ablative, depending on how precisely you pluck the Lattice.

Statistics

DR 8 (Sorcery, -15%; Either/Or (Semi-Ablative, -20% or Ablative, -80% and Limited, Fire, -40%), -25%) [24] + Nictitating Membrane 8 (Magical, -10%; Either/Or (Semi-Ablative, -20% or Ablative, -80% and Limited, Fire, -40%), -25%) [6].

Archmagister's Counsel

Armor is armor, whether forged by a smith or plucked from the Lattice. This is a sound, cost-effective defense every sensible lord should have at the ready for his personal guard. The Guild's 'Ward' spells often cost more to maintain than to cast, while this one simply exists until broken or dismissed.

Source Spell

Personal Ice Armor

Source Spell Types

Individual Spell

Personal Ice Movement

21 points.

Ice, Snow, and Frost

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent utility working freezes the ground and water beneath your feet, allowing you to skate across surfaces at double your normal running speed. It's a simple trick of the Lattice, doubling movement while adding a bit of flair.

Statistics

Enhanced Move 1 (Ground; Nuisance Effect, Skating rolls, -10%; Sorcery, -15%) [15] + Walk on Liquid (Accessibility, Only when moving at his full Move, -30%; Magical, -10%; Nuisance Effect, Skating rolls, -10%; Specific, Water, -10%) [6].

Archmagister's Counsel

Equip your scouts and couriers with this; they can outrun most pursuit on frozen terrain, and the nuisance of "skating rolls" is a small price for such speed. The Guild would call it unchivalrous, I'd call it efficient.

Source Spell

Personal Ice Movement

Source Spell Types

Individual Spell

Personal Ice Shield

15 points.

Wards, Shields, and Barriers, Ice, Snow, and Frost

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your skin and eyes become covered by an ice barrier. You gain DR 15. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. B80).

Description

This Lattice-woven defense encases the subject in an ice barrier providing DR 15. This protection is ablative; each point of DR absorbs one point of basic damage before being destroyed. Lost DR regenerates at the same rate as lost HP, including any additional healing from abilities like 'Regeneration.' The barrier is constant and covers all of the subject’s body, including the eyes. It costs 15 points to establish.

Statistics

DR 15 (Ablative, -80%; Includes Eyes, +10%; Sorcery, -15%) [15].

Archmagister's Counsel

A fine way to ensure your 'Gifted' heir survives their… unorthodox training. Better than relying on thick skulls, which few of their peers possess.

Source Spell

Personal Ice Shield

Source Spell Types

Individual Spell

Personal Icewalking

5 points.

Sorcerous Services & Rites

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice allows the caster to walk on ice walls and ceilings as if they were solid ground. You may adhere to any point on an icy surface indefinitely without falling, making vertical or inverted travel trivial. The 'how' is irrelevant; the effect is the same as the Wizard's equivalent: Clinging (Sorcery, Specific, Ice).

Statistics

Clinging (Sorcery, -15%; Specific, Ice, -60%) [5].

Archmagister's Counsel

Lords with winter fortresses, take heed: a gifted individual can bypass your 'impenetrable' ice-coated walls simply by walking up them. A scout with this knack is worth a dozen siege engineers.

Source Spell

Personal Icewalking

Source Spell Types

Individual Spell

Personal Infravision

9 points.

Senses & Perception

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of The Lattice grants the caster the ability to perceive infrared radiation as per the Infravision advantage. It simply changes how you see, not what’s there. Cost is 9 points.

Statistics

Infravision (Sorcery, -15%) [9].

Archmagister's Counsel

Understanding what your enemies cannot perceive is as vital as knowing what they can. Train your scouts with this, my Lord, and they will see the ambush before it is sprung.

Source Spell

Personal Infravision

Source Spell Types

Individual Spell

Personal Insignificance

18.5 points/level.

Sorcerous Services & Rites

Keywords

Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. It becomes easy for you to blend in. Your face is hard to pick out or remember. You get +5 per level of the spell to Shadowing in crowds, while others have -5 per level of the spell to rolls made to recognize you from a lineup or mug shots – or even to recall meeting you!

Description

This Persistent Lattice-work bestows upon the caster an innate obscurity. You gain +5 per level to Shadowing in crowds, while others suffer a -5 per level penalty to recall or recognize you from memory or identification attempts. A wizard calls it 'Obscure (Memory)'; I call it effective.

Statistics

Obscure 5 (Memory; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [18.5/level].

Archmagister's Counsel

A useful trick for a lord who needs to observe his court without being drawn into its endless, petty dramas. The Lattice cares not how you become invisible to the memory, only that you are.

Source Spell

Personal Insignificance

Source Spell Types

Individual Spell

Personal Instant Regeneration

234 points.

Healing

Keywords

Healing, Utility

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

This potent manipulation of the Lattice instantly regrows any lost limb or organ. It's an expensive trick, mind you, costing 234 points for the raw essence, but the result is immediate and complete physical restoration.

Statistics

Regrowth (Reduced Time 25, +500%; Sorcery, -15%) [234].

Archmagister's Counsel

Ensure your shock troops or prized gladiators have this in their arsenal. A quick fix on the battlefield means less time in the infirmary and more time serving your interests. The method, be it 'Sorcery' or 'Wizardry', matters not when a champion returns whole.

Source Spell

Personal Instant Regeneration

Source Spell Types

Individual Spell

Personal Invisibility

66 or 74 points.

Holy

Keywords

Damage, Information, Persistent, Summoning, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice renders the caster invisible, along with anything they carry (up to Medium Encumbrance). The basic version, costing 66 points, dispels upon any attack. A more robust investment of 74 points ensures the invisibility persists even after initiating combat. Be aware, this doesn't dampen sound, eliminate scent, or erase foot traffic; mere sight is affected.

Statistics

Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Sorcery, -15%) [66]. The improved version removes the Dispels after an attack limitation from the advantage [+8].

Archmagister's Counsel

A truly useful trick for a King's agent, allowing observation or infiltration without the tedious formalities of a proper invitation. Just remember, invisibility is not silence, nor is it scent-masking — details amateurs often overlook.

Source Spell

Personal Invisibility

Source Spell Types

Angelic Spells

Personal Juggernaut Armor

8.5 points/level.

Armor & Battle Shells, Wood, Vines, and Plant Forms, Force, Food

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell projects an invisible, directional force field that bolsters your Damage Resistance by twice the spell's level against attacks originating from the front. This protection stacks with any physical armor you may wear.

Statistics

Damage Resistance 2 (Directional, Front, -20%; Force Field, +20%; Sorcery, -15%) [8.5/level].

Archmagister's Counsel

Equip your elite guard with this; a sudden, devastating charge from the front becomes a matter of inconvenient bumps, rather than a bloodbath. It’s a good way to turn a rabble into a wall.

Source Spell

Personal Juggernaut Armor

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Jump

2.5 points/level.

Ways, Passage, and Travel, Gravity

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice increases your effective Basic Move by 2 per level, applying solely to the calculation of your jumping distance. It's a focused enhancement, not a general speed boost.

Statistics

Basic Move 2 (Only to determine jumping distance, -60%; Sorcery, -15%) [2.5/level].

Archmagister's Counsel

While this won't make your troops run faster, a few levels of this on your shock troops could make an unexpected breach of enemy lines quite devastating. The enemy won't expect such high-reaching maneuvers.

Source Spell

Personal Jump

Source Spell Types

Personal Gate and Gravity Spells

Personal Keen Hearing

2 points/level.

Sorcerous Services & Rites

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants the caster a bonus to Hearing, up to a maximum of +3, equal to the spell's level. Each level costs 2 points and lasts indefinitely.

Statistics

Acute Hearing 1 (Sorcery, -15%) [2].* The maximum of 3 was chosen for convenience. If the GM wishes to remove the limit, they should keep in mind that the actual cost of each additional level of the spell is 1.7 points. That will affect the full cost for levels past 3.

Archmagister's Counsel

Understanding what is being whispered is often more valuable than knowing what is openly declared. Ensure your envoys and spies can hear what is truly said, not just what they are meant to hear.

Source Spell

Personal Keen Hearing

Source Spell Types

Individual Spell

Personal Keen Taste and Smell

2 points/level.

Senses & Perception

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants you Acute Taste and Smell at a bonus equal to the spell's level, up to a maximum of +3. It's essentially buying the 'Acute Taste and Smell' advantage. The Guild quibbles about the cost beyond +3; I say aim for what works.

Statistics

Acute Taste and Smell 1 (Sorcery, -15%) [2].* The maximum of 3 was chosen for convenience. If the GM wishes to remove the limit, they should keep in mind that the actual cost of each additional level of the spell is 1.7 points. That will affect the full cost for levels past 3.

Archmagister's Counsel

With this, our scouts can track with uncommon precision, picking up the faint scent of an enemy's camp or a poisoned blade. A useful trick, regardless if it's Sorcery or some Wizard's dusty tome that grants it.

Source Spell

Personal Keen Taste and Smell

Source Spell Types

Individual Spell

Personal Keen Touch

2 points/level.

Senses & Perception

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This simple Lattice manipulation amplifies your sense of touch, granting a bonus to Touch equal to the spell's level, up to a maximum of +3.

Statistics

Acute Touch 1 (Sorcery, -15%) [2].* The maximum of 3 was chosen for convenience. If the GM wishes to remove the limit, they should keep in mind that the actual cost of each additional level of the spell is 1.7 points. That will affect the full cost for levels past 3.

Archmagister's Counsel

While crude, a +3 to Touch means noticing things others miss entirely, even through thick gloves. It’s useful for finding hidden compartments, tampering with mechanisms, or simply knowing when someone is about to put a blade to your back.

Source Spell

Personal Keen Touch

Source Spell Types

Individual Spell

Personal Keen Vision

2 points/level.

Senses & Perception

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants the caster a bonus to Vision, equal to the spell's level, up to a maximum of +3. Each level costs 2 points and lasts indefinitely.

Statistics

Acute Vision 1 (Sorcery, -15%) [2].* The maximum of 3 was chosen for convenience. If the GM wishes to remove the limit, they should keep in mind that the actual cost of each additional level of the spell is 1.7 points. That will affect the full cost for levels past 3.

Archmagister's Counsel

Rather than relying on scouts whose loyalties may waver, this spell ensures your trusted agents can see what needs seeing. A wise lord values a clear eye over a clever tongue.

Source Spell

Personal Keen Vision

Source Spell Types

Individual Spell

Personal Lesser Flight

16 or 24 points.

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

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants the caster Flight (Move 1, Slow) for an indefinite duration, costing 16 points. An improved version, costing an additional 8 points, replaces the Slow limitation with Flight (Basic Speed), allowing for faster aerial movement. Effective at any altitude with a substantial atmosphere, though survival in thin, cold air requires additional magical or technological provisions.

Statistics

Flight (Slow, Move 1, -45%; Sorcery, -15%) [16]. Note: The improved version replaces Slow, Move 1, -45% with Slow, Basic Speed, -25% (+20%) [+8].

Archmagister's Counsel

A truly efficient lord ensures their scouts can traverse any terrain. While 'flight' may seem excessive for mere mortals, consider the strategic advantage of ignoring pesky rivers and mountains. Just make sure they don't 'fly' into an arrow.

Source Spell

Personal Lesser Flight

Source Spell Types

Flight Spells

Personal Light Step

12 points.

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

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Air, smoke, and other gases are like solid ground beneath your feet, allowing you to walk up and down “invisible stairs” at your ground Move, but no higher than 5 feet from the ground. This won’t work in a vacuum – there has to be some kind of air present. If you get knocked down or slip, you fall!

Description

This Persistent manipulation of the Lattice allows the caster to treat air, smoke, or similar gases as solid ground. You may walk on these "invisible stairs" at your full ground Move, but this effect is limited to a maximum height of 5 feet from truly solid ground. Remember, if you fall or are knocked down, this effect ceases. A vacuum will not suffice; some form of gas must be present.

Statistics

Walk on Air (Maximum Height, 5 feet, -25%; Sorcery, -15%) [12].

Archmagister's Counsel

Your Lord need not fear a sudden plunge when crossing a tricky chasm, nor need they fret over a muddy road; a bit of manipulated air is all it takes to keep their boots clean and their dignity intact.

Source Spell

Personal Light Step

Source Spell Types

Assorted Spells

Personal Light Tread

10 points.

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

Keywords

Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the user to exert negligible pressure while moving, thereby eliminating visible tracks. The effect is persistent and self-targeting, costing 10 points to maintain indefinitely, and requires no discrete casting roll.

Statistics

Unusual Training (Light Walk, no Stealth bonus) [1] + Light Walk (H) DX [4] modified with Cosmic, No die roll required, +100% and Sorcery, -15% for a final cost of 10 points.

Archmagister's Counsel

A Lord's scout who leaves no trace is more valuable than a company of blustering guards. Forget how the 'magic' works; focus on the fact that your rivals <i>won't</i> know where your agents have been.

Source Spell

Personal Light Tread

Source Spell Types

Personal Gate and Gravity Spells

Personal Lightning Armor

14 points.

Armor & Battle Shells, Lightning of the Air, Lightning & Radiant Assaults

Keywords

Aura, Control, Damage, Defense, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent casting encases the Sorcerer in a 'Personal Lightning Armor' granting the user 1d-1 burning surge damage. Any metallic weapon striking the wearer transmits this damage along the weapon.

Statistics

Burning Attack 1d-1 (Aura, +80%; Cosmic, Conducting, +50%; Melee Attack, Reach C, -30%; Side Effect, Stunning, +50%; Sorcery, -15%; Surge, Arcing, +100%) [14].

Archmagister's Counsel

Equip your elite guard with this. An opponent's metallic weapon becomes an extension of the Sorcerer's will, ensuring control of the melee, regardless of how 'civilized' an enemy thinks their armor and blades are.

Source Spell

Personal Lightning Armor

Source Spell Types

Personal Air Spells

Personal Mage-Stealth

53 points.

Stealth

Keywords

Healing, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Self-target spell silences the caster, blocking all accidental and intentional sounds, whether or not they are within normal hearing ranges. The only exception is speech, allowing for continued use of incantations and conversation. This particular manipulation of the Lattice renders you undetectable to all forms of sound-based detection, including geophones, sonar, ultrasonic motion detectors, and Vibration Sense. This effect translates to an Obscure 10 (Hearing) with numerous extensions and modifiers, costing 53 character points.

Statistics

Obscure 10 (Hearing; Defensive, +50%; Extended, Sonar, Subsonic Hearing, Ultrahearing, and Vibration Sense, +80%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [53].

Archmagister's Counsel

A silent assassin is a useful assassin. Send your gifted agents in, and let their enemies wonder why they never heard a thing until the deed was done. The Guild would call it 'improper'; I call it efficient.

Source Spell

Personal Mage-Stealth

Source Spell Types

Individual Spell

Personal Magic Resistance

5 points/level.

Resistances & Immunities

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants you Magic Resistance, reducing the effectiveness of spells cast directly upon you and enhancing your resistance rolls. Each level of this spell provides one level of Magic Resistance, capping at three for typical applications, at 5 points per level.

Statistics

Magic Resistance 1 (Improved, +150%; Sorcery, -15%) [5/level].* The maximum of 3 was chosen for convenience. If the GM wishes to remove the limit, they should keep in mind that the actual cost of each additional level of the spell is 4.7 points. That will affect the full cost for levels past 3.

Archmagister's Counsel

Armor is all well and good for arrows, but a true leader understands that protection against the subtle manipulations of the Lattice is paramount. This spell ensures your mind and spirit are as fortified as your keep walls.

Source Spell

Personal Magic Resistance

Source Spell Types

Individual Spell

Personal Mantle of the Icy Soul

45 points.

Souls, Possession, and Bindings

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This rather blunt application of Lattice-work grants you and all equipped gear DR 20 against all cold and ice damage, including those that typically bypass DR. However, the cost of such focused resilience is a x2 vulnerability to fire damage while the spell persists. This effect is indefinite and can be maintained for 45 points.

Statistics

Damage Resistance 20 (Force Field, +20%; Limited, Cold/Ice, -40%; Sorcery, -15%; Temporary Disadvantage, Vulnerability (Fire, x2), -30%) [35] + Immunity to Noxious Cold Effects (Magical, -10%; Temporary Disadvantage, Vulnerability (Fire, x2), -30%) [6] + Internal Damage Resistance 20 (Limited, Cold/Ice, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Fire, x2), -30%) [4]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.

Archmagister's Counsel

Equip your winter scouts with this. A knight impervious to frostbite and blizzards is worth a dozen less-prepared men, so long as you keep them away from any pyroclasts.

Source Spell

Personal Mantle of the Icy Soul

Source Spell Types

Individual Spell

Personal Mask Heat

8 points or 37 points.

Heat, Fuel, and Hearthwork

Keywords

Healing, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Heat emanated by you and all of your carried equipment becomes masked, letting you blend in with the surrounding when viewed with Infravision. The basic version (8-point) of this spell gives a -2 penalty to Vision rolls to see you with Infravision and -2 penalty to attacks against you that rely on Infravision. This is usually enough for normal situations, where a living being stands out from the thermal background. The improved version (37-point) of this spell makes you completely invisible to Infravision, which is enough to even negate the +10 bonus to spot a living creature in a cave that is in thermal equilibrium.

Description

This effect manipulates The Lattice to suppress your thermal signature and that of your gear, making you harder to detect via Infravision. The basic application (8 points) imposes a -2 penalty on Vision rolls and attacks relying on Infravision. A more potent application (37 points) renders you entirely invisible to such sight, effectively negating even extreme thermal contrasts.

Statistics

Obscure 2 (Infravision; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [8]. “Improved Mask Heat” is Obscure 10 (Infravision; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [37].

Archmagister's Counsel

Employ this Lattice-work for stealth operations, infiltrations, or ambushes. A foe cannot react to what they cannot see, and negating their thermal advantage provides a decisive edge in nocturnal or low-light engagements.

Source Spell

Personal Mask Heat

Source Spell Types

Personal Fire Spells

Personal Mass Sense

35 points.

Detection & Appraisal, Ways, Passage, and Travel, Gravity

Keywords

Information, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This innate manipulation of the Lattice grants Detect Matter (Reflexive, +40%; Short-Range 1, -10%; Sorcery, -15%) [35], allowing the user to perceive their surroundings through gravitational mass. Navigate your environment with ease; significant changes in mass are noticed with a successful Sense roll.

Statistics

Detect Matter (Reflexive, +40%; Short-Range 1, -10%; Sorcery, -15%) [35].

Archmagister's Counsel

A fine way to ensure your agents are not blundering about in the dark. It is irrelevant whether they call it 'Sorcery' or 'Wizardry'; all that matters is they don't walk into a pitfall you could have avoided.

Source Spell

Personal Mass Sense

Source Spell Types

Personal Gate and Gravity Spells

Personal Metal Vision

9 points/level.

Senses & Perception, Metal & Glass

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Sorcery allows the caster to perceive through metal. Each level of the spell grants the ability to see through an additional foot of metallic obstruction. The perception persists as long as the caster desires.

Statistics

Penetrating Vision 2 (Sorcery, -15%; Specific, Metal, -40%) [9/level].

Archmagister's Counsel

Don't let your enemies claim invisibility behind a steel door, my Lord. This allows us to see their preparations, however well-shielded they think they are.

Source Spell

Personal Metal Vision

Source Spell Types

Individual Spell

Personal Might

8.5 points/level.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your ST is increased by 1 per level of this spell. This affects the damage, HP, and Basic Lift, but does not heal the wounds.

Description

An ongoing manipulation of the Lattice that permanently increases your Strength by 1 per level. This modifies your damage, hit points, and basic lift, but note that it does not immediately restore lost health.

Statistics

ST 1 (Sorcery, -15%) [8.5/level].

Archmagister's Counsel

Why bother with long, tedious training regimens when a simple pluck of the Lattice can achieve the same results? Equip your enforcers with this, and watch them become truly formidable without ever setting foot in a dojo.

Source Spell

Personal Might

Source Spell Types

Personal Body Control Spells

Personal Mirrored Skin

12 points.

Sorcerous Services & Rites

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This working hardens your skin, granting DR 2 against all attacks, and further offers +1 Dodge against light-based attacks. The Lattice, when properly plucked, does not discriminate between mundane and magical impact, only between types of energy.

Statistics

DR 2 (Limited, Light, -40%; Magical, -10%) [5] + Enhanced Dodge 1 (Limited, Light, -40%; Sorcery, -15%) [7].

Archmagister's Counsel

Equip your elite guard with this. It's a simple, reliable boost that makes them harder to kill through both direct blows and those inconvenient flashes of 'divine' light that plague our battlefields.

Source Spell

Personal Mirrored Skin

Source Spell Types

Individual Spell

Personal Monitor Air

62 points.

Readings & Analysis, Breath & Atmosphere

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This innate Lattice-threading allows the caster to reflexively analyze the breathability of the surrounding air. If the (Sorcery) roll is successful, they immediately discern if the air is safe.

Statistics

Detect (Air; Analyzing, +100%; Reflexive, +40%; Sorcery, -15%; Touch-Based, -20%) [62].

Archmagister's Counsel

Ensure your royal pupils master this minor Lattice-trick; a poisoned breath is a silent assassin, and forewarned is indeed forearmed, even if the Guild thinks only 'their' apprentices deserve clean air.

Source Spell

Personal Monitor Air

Source Spell Types

Personal Air Spells

Personal Monk’s Banquet

9 points.

Wood, Vines, and Plant Forms, Force, Food

Keywords

Control, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the caster to ignore the need for sustenance, negating all ill effects from lack of food or water. It incurs a cost of 1 FP per hour for its indefinite duration.

Statistics

Doesn’t Eat or Drink (Magical, -10%) [9].

Archmagister's Counsel

A fine spell for a scout or a besieged lord; you can outlast your enemies when they are bound by such quaint needs as 'eating' and 'drinking,' regardless of how one plucks the Lattice to achieve it.

Source Spell

Personal Monk’s Banquet

Source Spell Types

Personal Food, Force, Fungus Spells

Personal Mudwalker

5 points.

Earthshape, Passage, and Transmutation

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This deft manipulation of the Lattice removes all DX and Move penalties when one traverses through mud. The effect is instantaneous and persists as long as the sorcerer maintains the connection to the Lattice, costing 5 points to activate.

Statistics

Terrain Adaptation (Mud; Sorcery, -15%) [5].

Archmagister's Counsel

Mud is a common battlefield obstacle. Ensure your scouts and couriers are capable of ignoring it, and their reports will reach you unimpeded by such trivialities. Remember, the mud doesn't care if it's 'Sorcery' or 'Wizardry' that keeps your boots clean.

Source Spell

Personal Mudwalker

Source Spell Types

Personal Earth Spells

Personal Muffle

8.5 points/level.

Sorcerous Services & Rites

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of The Lattice grants the caster a Stealth bonus: +4 per level when stationary, or +2 per level when moving, even in armor. Costs 8.5 points per level. Duration is indefinite, no casting roll. Self-cast only.

Statistics

Silence 2 (Sorcery, -15%) [8.5/level].

Archmagister's Counsel

Equip your assassins or scouts with this, and watch them become shadows. No one cares if it's 'Sorcery' when the enemy camp is silenced, only that it works.

Source Spell

Personal Muffle

Source Spell Types

Individual Spell

Personal Night Vision

8 points.

Senses & Perception

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This deft manipulation of the Lattice grants the caster Night Vision 9. As long as any light exists, you will see clearly, though utter darkness remains absolute. Cost: 8 points. Duration: Indefinite.

Statistics

Night Vision 9 (Sorcery, -15%) [8].

Archmagister's Counsel

Equip your scouts with this, my lord. The enemy will not expect eyes that see through the gloom, turning their 'secure' night movements into a fatal blunder, regardless of whether it's Sorcery or some clever trick of the Guild.

Source Spell

Personal Night Vision

Source Spell Types

Individual Spell

Personal Partial Shapeshifting (Chameleon Eyes)

31 points.

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

Keywords

Information, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This effect partially transforms the caster, granting the Chameleon Eyes meta-trait for an indefinite duration, costing 31 points. It's effectively Enhanced Tracking 1 and Peripheral Vision, at a total of 20 points, with a -15% Sorcery modifier.

Statistics

Alternate Form (Chameleon Eyes*; Sorcery, -15%) [31].* A new meta-trait: Enhanced Tracking 1 [5] and Peripheral Vision [15]. 20 points.

Archmagister's Counsel

Understanding what your scouts can see is more critical than how they see it. This particular Lattice-work ensures they don't miss a thing.

Source Spell

Personal Partial Shapeshifting (Chameleon Eyes)

Source Spell Types

Personal Animal Spells

Personal Plant Sense

5 points.

Growth, Blessing, and Husbandry

Keywords

Damage, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants you Vibration Sense (Environmental, Dense Vegetation, -40%; Sorcery, -15%). It costs 5 points and lasts indefinitely. Use it to perceive the location and size of anything disturbing flora within your vicinity, even in complete darkness, though specific details remain elusive.

Statistics

Vibration Sense (Environmental, Dense Vegetation, -40%; Sorcery, -15%) [5].

Archmagister's Counsel

A keen gardener with this can detect vermin and rival agents sneaking through their estates. Even without a degree, this 'sense' keeps the privy council informed of who's lurking in the hedgerows.

Source Spell

Personal Plant Sense

Source Spell Types

Individual Spell

Personal Plant Vision

5 points/level.

Senses & Perception, Plant Lore, Speech, and Passage

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the user to perceive through living plant matter, bypassing its obstruction. Each level of investment grants the ability to see through an additional foot of vegetation, providing an indefinite duration to this perception shift if not dispelled.

Statistics

Penetrating Vision 2 (Sorcery, -15%; Specific, Living Vegetation, -60%) [5/level].

Archmagister's Counsel

Understanding what lies behind the shrubbery can prevent an ambush and identify hidden resources. A King with eyes in the wood line holds a strategic advantage you simply can't argue with.

Source Spell

Personal Plant Vision

Source Spell Types

Individual Spell

Personal Plasma Armor

20 points.

Armor & Battle Shells, Flame Assaults & Battlefire, Energy

Keywords

Aura, Damage, Defense, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

The caster is wreathed in a sheath of plasma, providing a persistent aura that inflicts 2d burning damage (with armor divisor (2)) on any enemy making physical contact. Additionally, this effect illuminates the immediate area like a torch.

Statistics

Burning Attack 2d (Armor Divisor, (2), +50%; Aura, +80%; Melee Attack, Reach C, -30%; Sorcery, -15%) [19] + Illumination (Magical, -10%) [1].

Archmagister's Counsel

This 'Lattice-work' is a crude but effective deterrent. While your 'Gifted' royal may prefer more subtle methods, sometimes a visible show of power is all that is needed to keep lesser men at bay.

Source Spell

Personal Plasma Armor

Source Spell Types

Personal Fire Spells

Personal Plastic Vision

9 points/level.

Senses & Perception

Keywords

Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice allows the caster to perceive through plastic. Each level of the spell grants the ability to see through an additional foot of this material, proving once again that 'sight' is more a matter of focus than obstruction.

Statistics

Penetrating Vision 2 (Sorcery, -15%; Specific, Plastic, -40%) [9/level].

Archmagister's Counsel

Useful for detecting contraband or hidden mechanisms; less useful for discerning the thoughts of the plastic artisan. Focus on what this reveals, not what it fails to, and you'll find it quite effective.

Source Spell

Personal Plastic Vision

Source Spell Types

Individual Spell

Personal Presence

18.5 points/level.

Grand Arcana & Constructs

Keywords

Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. It becomes hard for you to blend in. Your face is easy to pick out or remember. You get -5 per level of the spell to Shadowing in crowds, while others have +5 per level of the spell to rolls made to recognize you from a lineup or mug shots – or even to recall meeting you!

Description

This inexplicable Lattice-work makes you unforgettable. You suffer -5 per level of the spell to attempts at Shadowing in a crowd. Conversely, others gain +5 per level when attempting to recognize you from a line-up, mug-shots, or even to recall a prior meeting. This effect is persistent and lasts indefinitely.

Statistics

Obscure 5 (Memory; Defensive, +50%; No Area of Effect, -50%; Reversed, -0%; Sorcery, -15%; Stealthy, +100%) [18.5/level].

Archmagister's Counsel

If you wish your agents to remain anonymous, ensure they have not plucked this thread of the Lattice. A memorable assassin is a dead assassin, regardless of whether their talents stem from blood or books.

Source Spell

Personal Presence

Source Spell Types

Individual Spell

Personal Preservation

52 points.

Sorcerous Services & Rites

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This application of the Lattice reinforces your soul’s anchor to your physical form. You are rendered immune to any death curse, and you gain Unkillable 1. This means you will return from death if your body is mostly intact, typically after 1d-1 minutes, unless a critical success on the killing blow prevents it. The cost for this effect is 52 points, it has an indefinite duration, and, fascinatingly, no casting roll is required.

Statistics

Immunity to Death Curses (Magical, -10%) [9] + Unkillable 1 (Sorcery, -15%) [43].

Archmagister's Counsel

Understanding this means less gold spent on resurrecting your foolhardy knights, and more on securing your borders. A wise investment for any ruler, regardless of whether the practitioner got their power from a book or their lineage.

Source Spell

Personal Preservation

Source Spell Types

Individual Spell

Personal Reaper’s Embrace

31 points.

Death Curses & Withering

Keywords

Aura, Damage, Defense, Melee, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Aura, costing 31 points, radiates from your form, irresistibly aging any enemy 1 year upon contact. A crude application of the Lattice, to be sure, but undeniably effective.

Statistics

Ageing Attack 1 (Aura, +80%; Cosmic, Irresistible Attack, +300%; Melee Attack, Reach C, -30%; Sorcery, -15%) [31].

Archmagister's Counsel

Equip your general with this when they expect to be outnumbered in a melee. Every strike against them adds another year to their opponent's life, a silent, psychological victory that breaks formations better than any trumpet.

Source Spell

Personal Reaper’s Embrace

Source Spell Types

Individual Spell

Personal Reflect Lightning

27 points/level.

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

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation provides a continuous defense, reflecting any successful ranged electrical attack back to its originator, provided the attack's base damage is less than or equal to this spell's level in damage dice. Convert any flat damage into dice for this determination. This functions as DR 4 (All-or-Nothing, -10%; Force Field, +20%; Limited, Ranged Electrical Attacks, -60%; Reflection, +100%; Sorcery, -15%) per level, where each DR 4 is equivalent to 1d.

Statistics

Damage Resistance 4 (All-or-Nothing, -10%; Force Field, +20%; Limited, Ranged Electrical Attacks, -60%; Reflection, +100%; Sorcery, -15%) [27] with each DR 4 converted into 1d per p. B269. The ruling on Affliction and Binding is from p. 168 of GURPS Powers. Each additional level adds 4 more levels of Damage Resistance [+27].

Archmagister's Counsel

A fine defense for any lord who finds himself the target of electrical sorcery. One merely needs to outmaneuver the opponent with a superior understanding of the Lattice's tolerances, letting their own attack be their downfall.

Source Spell

Personal Reflect Lightning

Source Spell Types

Personal Air Spells

Personal Reflexes

13 points.

Internal Ruin, Fatigue, and Decline

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This persistent Lattice manipulation grants the caster all the benefits of the Combat Reflexes advantage, for the cost of 13 points.

Statistics

Combat Reflexes (Sorcery, -15%) [13].

Archmagister's Counsel

Any lord who wishes to avoid inconvenient assassinations or even simple clumsiness would be wise to ensure his personal guard, and perhaps even himself, are capable of this fundamental form of self-preservation.

Source Spell

Personal Reflexes

Source Spell Types

Personal Body Control Spells

Personal Regeneration

36 points.

Healing

Keywords

Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Healing effect, costing 36 points, allows for the complete regrowth of lost limbs and organs. While active, the caster will regenerate even significant body parts such as an ear or an entire tentacle over time. There is no casting roll; the effect is simply on or off.

Statistics

Regrowth (Magical, -10%) [36].

Archmagister's Counsel

A lord with this active needs no surgeon, only time. Let them lose a hand in battle; it will return, a testament to their resilience and your arcane support. A pity they still feel the pain, but even the Lattice has its limits.

Source Spell

Personal Regeneration

Source Spell Types

Individual Spell

Personal Resist Acid

55.5 points for level 1 + 37.5 points/additional level.

Resistances & Immunities, Acid

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This durable manipulation of the Lattice grants the caster and all their gear DR 10 per spell level against acid damage, including direct internal assaults. It provides full immunity to noxious acid effects and seals internal and external systems from acid intrusion. Costs 55.5 points for level 1, plus 37.5 points per additional level, and persists indefinitely.

Statistics

Damage Resistance 10 (Force Field, +20%; Limited, Acid, -40%; Sorcery, -15%) [32.5] + Immunity to Noxious Acidic Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Acid, -40%; Magical, -10%) [5] + Internal Sealed (Acid-Resistant Only, below, -60%; Magical, -10%) [1] + Sealed (Acid-Resistant Only, below, -60%; Force Field, +20%; Magical, -10%) [8]. Further levels increase both DRs by 10 [+37.5]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.

Archmagister's Counsel

Equip your elite with this, and watch as their enemies' most corrosive defenses simply melt away before them. The Guild may quibble about 'acid resistance,' but you'll have an army walking through pools of poison unscathed.

Source Spell

Personal Resist Acid

Source Spell Types

Individual Spell

Personal Resist Air

66.5 points for level 1 + 57.5 points/additional level.

Resistances & Immunities, Breath & Atmosphere

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation grants the caster effective immunity to air-based attacks. You gain Damage Resistance 10, capable of absorbing knockback, specifically against air/wind effects. Additionally, you are immune to noxious air effects, and gain Internal Damage Resistance 10, also limited to air/wind. Each additional level increases both DRs by 10.

Statistics

Damage Resistance 10 (Absorbs Knockback, +40%; Force Field, +20%; Limited, Air/Wind, -40%; Sorcery, -15%) [52.5] + Immunity to Noxious Air Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Air/Wind, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+57.5].

Archmagister's Counsel

You can march an army through a poisoned wind or a gale-force storm, a rather impactful strategic advantage. The Guild would insist on lengthy preparations; a Sorcerer simply wills it so.

Source Spell

Personal Resist Air

Source Spell Types

Personal Air Spells

Personal Resist Cold

46.5 points for level 1 + 37.5 points/additional level.

Resistances & Immunities, Heat, Fuel, and Hearthwork

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell grants the caster and their equipment Damage Resistance (DR) equal to \(10 \times \text{spell level}\) against all cold and ice-based attacks. This DR applies against both external attacks and those that bypass normal defenses to cause internal damage. Additionally, the caster gains immunity to noxious cold effects. Each additional level of the spell increases both forms of DR by 10.

Statistics

Damage Resistance 10 (Force Field, +20%; Limited, Cold/Ice, -40%; Sorcery, -15%) [32.5] + Immunity to Noxious Cold Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Cold/Ice, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+37.5]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.

Archmagister's Counsel

Equip your elite northern patrols or arctic scouts with this spell. No need for bulky furs when a well-trained sorcerer can turn a blizzard into a mild breeze, ensuring they remain effective where others would freeze solid.

Source Spell

Personal Resist Cold

Source Spell Types

Personal Fire Spells

Personal Resist Corrosion

8 points.

Resistances & Immunities, Acid

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. All of your DR (your armor, tough hide, etc.) is immune to being eroded away by acid. This does not protect against actual injury.

Description

This manipulation of the Lattice renders all your Damage Resistance, be it natural hide or crafted armor, entirely immune to corrosive effects. It won't stop the initial splash, mind you, but your defenses will remain unblemished. Cost: 8 points. Duration: Indefinite.

Statistics

Internal Sealed (Acid-Resistant Only, -60%; Magical, -10%) [1] + Sealed (Acid-Resistant Only, -60%; Force Field, +20%; Sorcery, -15%) [7].

Archmagister's Counsel

Ensure your shock troops or personal guards have this applied. A corrosive trap or monster is a nuisance, not a threat, if their armor remains intact. A small investment for retained effectiveness.

Source Spell

Personal Resist Corrosion

Source Spell Types

Individual Spell

Personal Resist Disease

9 points.

Healing, Poison

Keywords

Defense, Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

While active, this lattice-weaving grants complete immunity to diseases. Existing diseases are suppressed, their symptoms nullified, and all mandatory HT rolls count as successes, allowing natural healing to progress unchecked. A constant cost of 9 points maintains this effect indefinitely.

Statistics

Immunity to Disease (Sorcery, -15%) [9].

Archmagister's Counsel

There are always whispers of plagues from rival kingdoms. Ensure your Spymaster's network has a few enforcers with this 'trick' up their sleeves; a healthy infiltrator is a useful infiltrator.

Source Spell

Personal Resist Disease

Source Spell Types

Individual Spell

Personal Resist Earth

46.5 points for level 1 + 37.5 points/additional level.

Resistances & Immunities, Stone, Soil, and Sand

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants the caster Damage Resistance (DR) equal to 10 multiplied by the spell level against all earth and stone attacks, including projectiles, jets, and even effects that normally bypass DR. This protection extends to all of your worn gear. Each additional level increases this DR by 10.

Statistics

Damage Resistance 10 (Force Field, +20%; Limited, Earth/Stone, -40%; Sorcery, -15%) [32.5] + Immunity to Noxious Earth Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Earth/Stone, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+37.5]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.

Archmagister's Counsel

Against armies that employ sappers or utilize stone-slinging siege engines, a few individuals with this 'protection' can make a critical difference. It's about preserving assets, not 'playing fair.'

Source Spell

Personal Resist Earth

Source Spell Types

Personal Earth Spells

Personal Resist Energy

43 points.

Resistances & Immunities, Energy

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This 'Lattice-work' grants you and all you carry DR 10 against any energy-based damage, be it a direct assault or environmental hazard. This protective field persists indefinitely once established.

Statistics

DR 10 (Force Field, +20%; Limited, Energy, -20%; Sorcery, -15%) [43].

Archmagister's Counsel

Equip your elite guard with this, my Lord. It renders most common magical assaults and environmental hazards utterly trivial, ensuring your assets remain intact.

Source Spell

Personal Resist Energy

Source Spell Types

Individual Spell

Personal Resist Fire

46.5 points for level 1 + 37.5 points/additional level.

Resistances & Immunities, Flame Assaults & Battlefire

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation grants the caster and their equipment DR 10 per spell level against fire and heat, covering all forms of damage, including internal and magical, that would normally bypass DR. The protection is indefinite and applies to oneself.

Statistics

Damage Resistance 10 (Force Field, +20%; Limited, Fire/Heat, -40%; Sorcery, -15%) [32.5] + Immunity to Noxious Fire Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Fire/Heat, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+37.5]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.

Archmagister's Counsel

If your lords insist on leading the charge, ensure they possess this power to avoid becoming a literal lord of ashes. A burning noble is no noble at all.

Source Spell

Personal Resist Fire

Source Spell Types

Personal Fire Spells

Personal Resist Gravity

4.75 points/level.

Resistances & Immunities, Ways, Passage, and Travel, Gravity

Keywords

Damage, Defense, Malediction, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants you and your gear damage resistance against gravity-based attacks. For each level of this spell, your DR increases by 1, cumulative with existing armor, specifically against gravity-based effects such as 'Gravity Crush' or graviton beams. Costs 4.75 points per level for indefinite duration.

Statistics

Damage Resistance 1 (Force Field, +20%; Limited, Gravity, -60%; Malediction-Proof, +50%; Sorcery, -15%) [4.75/level].

Archmagister's Counsel

Understand that the Lattice allows for more than just brute force. A shrewd Lord knows that defense is as crucial as offense, especially when dealing with the increasingly common gravity-based 'surprises.' Protection from such things keeps your assets (and your person) intact.

Source Spell

Personal Resist Gravity

Source Spell Types

Personal Gate and Gravity Spells

Personal Resist Lightning

52.5 points for level 1 + 37.5 points/additional level.

Resistances & Immunities, Lightning of the Air, Radiance, Sight, and Reflection

Keywords

Control, Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice manipulation grants the caster and their equipment DR equal to (spell level)x10 against all electrical forces, including direct internal damage. It also provides complete immunity to electrical conduction, safeguarding implants, carried gear, and metallic armor from surges and degradation. The cost for level 1 is 52.5 points , with each additional level costing 37.5 points , providing indefinite protection.

Statistics

Damage Resistance 10 (Force Field, +20%; Limited, Electricity, -40%; Sorcery, -15%) [32.5] + Immunity to Electrical Conduction (Force Field, +20%; Magical, -10%) [6] + Immunity to Noxious Electrical Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Electricity, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+37.5]. “Immunity to Electrical Conduction” protects implants like cybernetics from being surged by electricity; adding Force Field extends this to carried gear and prevents metallic armor from being reduced to DR 1 against an electrical attack. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.

Archmagister's Counsel

Even a King’s most dedicated enforcers tend to be useless when they resemble a smoking pile of ash. Equip them with this, and they’ll march through lightning bolts as though they were mere drizzle. Useful for raiding the laboratories of mad wizards, for instance.

Source Spell

Personal Resist Lightning

Source Spell Types

Personal Air Spells

Personal Resist Pain

26 points.

Resistances & Immunities, Vital Functions & Augmentation

Keywords

Control, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Lattice-work negates the effects of shock, knockdown, physical stun, torture, and outright painful afflictions inflicted upon the caster. This ability costs 26 points and, once established, is constant. The method (Sorcery versus Wizardry) doesn't change the outcome.

Statistics

Immunity to Pain (Sorcery, -15%) [26].

Archmagister's Counsel

Understanding this bit of Lattice-work allows a commander to place a 'Gifted' individual in the vanguard, knowing they will not falter until truly defeated. It's not about courage, it's about control.

Source Spell

Personal Resist Pain

Source Spell Types

Personal Body Control Spells

Personal Resist Plasma

22.5 points/level.

Resistances & Immunities, Flame Assaults & Battlefire, Energy

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell gifts the caster and their gear with an additional DR 10 per level against plasma damage, be it from assailants or the environment. It is an enduring protection, lasting indefinitely once cast.

Statistics

DR 10 (Force Field, +20%; Limited, Plasma, -60%; Sorcery, -15%) [22.5/level].

Archmagister's Counsel

Your shock troops, if they are to face these new plasma armaments, require this. A wizard or sorcerer, it matters not; the armor stands.

Source Spell

Personal Resist Plasma

Source Spell Types

Personal Fire Spells

Personal Resist Poison

13 points.

Resistances & Immunities, Poison

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice grants you complete immunity to all known poisons. Should you be unfortunate enough to already be afflicted, the spell arrests the poison's effects, but does not purge it from your system. Cost: 13 points, indefinite duration. Range: Self.

Statistics

Immunity to Poison (Sorcery, -15%) [13].

Archmagister's Counsel

Your royal personage should prioritize this- or a similar Wizardly ward - above nearly all else. A live ruler is a sovereign ruler; a dead one is merely a historical footnote, regardless of how many legions they commanded.

Source Spell

Personal Resist Poison

Source Spell Types

Individual Spell

Personal Resist Pressure

8 or 18 points.

Resistances & Immunities

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This particular plucking of the Lattice grants the caster immunity to high or low pressure effects, including the vacuum of space or deep-sea crushing. You choose at casting whether you gain 'Pressure Support' or 'Vacuum Support.' The lesser version grants Vacuum Support (up to 1,000 atmospheres) or Pressure Support 1 (up to 49 atmospheres). The greater version provides Vacuum Support (maximum possible) or Pressure Support 3 (up to 29 atmospheres and ignores deep water pressure effects). This effect is Persistent and applies to all gear you carry.

Statistics

The basic version is Vacuum Support (Force Field, +20%; Sorcery, -15%) [6/5=2] and Pressure Support 1 (Force Field, +20%; Sorcery, -15%) [6] taken as Alternative Abilities. The improved version is Vacuum Support (Force Field, +20%; Sorcery, -15%) [6/5=2] and Pressure Support 3 (Force Field, +20%; Sorcery, -15%) [16] taken as Alternative Abilities.

Archmagister's Counsel

Equip all your deep-sea divers and high-altitude scouts with this, Lord. No longer will the natural world dictate where your agents can and cannot penetrate; all that matters is your will.

Source Spell

Personal Resist Pressure

Source Spell Types

Individual Spell

Personal Resist Radiation

10.5 points/level.

Resistances & Immunities, Radiation

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite. Your body absorbs far less radiation than it normally would. This extends to everything you’re carrying. See Radiation Protection (p. B436) for details. At level five (the maximum), you are effectively immune to radiation. Spell Level Protection Factor (PF) 1 5 2 20 3 10 4 500 5 Immune

Description

An ongoing manipulation of the Lattice that causes your body and everything you carry to absorb significantly less radiation. At level 1, you gain a Protection Factor of 5; at level 2, PF 20; level 3, PF 100; level 4, PF 500. At level 5, you are immune to radiation. This ability costs 10.5 points per level and effectively grants Radiation Tolerance 2, with Sorcery limiting it.

Statistics

Radiation Tolerance 2 (Force Field, +20%; Sorcery, -15%) [10.5/level]. Treating ten levels of Radiation Tolerance as “immunity” is a special effect; if this does not suit the game, the GM can rule that further levels follow the progression on p. B79.

Archmagister's Counsel

Equip your elite scouts with this. A loyal servant who can walk through irradiated zones unconcerned is worth a hundred who need clunky, unreliable gear. The method, be it Sorcery or 'engineered immunity', is irrelevant to the toxic landscape.

Source Spell

Personal Resist Radiation

Source Spell Types

Individual Spell

Personal Resist Sound

51.5 points for level 1 + 37.5 points/additional level.

Resistances & Immunities, Sound

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

An elegant manipulation of the Lattice that grants the subject and their gear DR equal to (spell level)x10 against all sonic attacks. This includes both external and internal sonic damage, nullifying even those effects designed to bypass conventional defenses. It also provides complete immunity to noxious sonic effects and protects hearing from magical assault.

Statistics

Damage Resistance 10 (Force Field, +20%; Limited, Sound, -40%; Sorcery, -15%) [32.5] + Immunity to Noxious Sonic Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Sound, -40%; Magical, -10%) [5] + Protected Hearing (Magical, -10%) [5]. Further levels increase both DRs by 10 [+37.5]. See below for internal defenses.

Archmagister's Counsel

Against a foe who wields the very air as a weapon, this 'Personal Resist Sound' is not merely a defense, but a strategic nullification. A King could walk through a siren's song unscathed, leaving the enemy's most potent weapon useless.

Source Spell

Personal Resist Sound

Source Spell Types

Individual Spell

Personal Resist Water

16 points.

Resistances & Immunities, Water Shaping & Passage

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Lattice-work encases the Sorcerer and their carried possessions in an invisible field, repelling water and water-based liquids. The subject remains dry and impervious to dampness or waterlogging, even when fully submerged. This grants Damage Resistance 2 against water-based attacks (e.g., Acid) and provides an equivalent of the Sealed advantage, preventing liquid ingress.

Statistics

Damage Resistance 2 (Force Field, +20%; Limited, Acid, -40%; Magical, -10%) [7] + Sealed (Acid-Resistant and Waterproof Only, -50%; Force Field, +20%; Sorcery, -15%) [9].

Archmagister's Counsel

You cannot drown a ruler wearing this, nor can you soak their crown with wine. For a discerning lord, this is less about survival and more about eternal dignity.

Source Spell

Personal Resist Water

Source Spell Types

Individual Spell

Personal Rockwalking

9 points.

Earthshape, Passage, and Transmutation

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This knack allows the caster to cling to and traverse any rock or stone surface, be it wall or ceiling, as easily as walking on level ground. Once contact is made, one can remain suspended indefinitely without effort. It is a Persistent effect, costing 9 points upon acquisition.

Statistics

Clinging (Sorcery, -15%; Specific, Stone and Rock, -40%) [9].

Archmagister's Counsel

Use this to bypass 'unscalable' defenses or to gain tactical height over lesser-gifted adversaries. The cleverest among us realize that gravity needn't be a constraint, only a suggestion for those without the Gift.

Source Spell

Personal Rockwalking

Source Spell Types

Personal Earth Spells

Personal Sandstrider

5 points.

Earthshape, Passage, and Transmutation

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent Self-only Lattice manipulation removes all Dexterity and Move penalties incurred by traversing sand. It costs 5 points to initiate and lasts indefinitely. Whether through a "spell" or a "gift," the effect is the same: unimpeded travel.

Statistics

Archmagister's Counsel

Ensure your desert scouts are thusly empowered. A fast courier, unimpeded by treacherous dunes, can win a campaign before the enemy knows it has begun.

Source Spell

Personal Sandstrider

Source Spell Types

Personal Earth Spells

Personal Scales

1 or 8 points.

Beast Forms & Traits

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This minor warp of the Lattice manifests as scales on your skin, shielding you from the sun. For a more robust application, these scales can be thickened to provide DR 2*, a flexible defense that shrugs off glancing blows. The former requires 1 point, the latter 8 points, and both are 'maintained' indefinitely once cast.

Statistics

Scales (Sorcery, -15%) [1]. The improved version adds DR 2 (Flexible, -20%; Magical, -10%) [+7].

Archmagister's Counsel

Rather than suffer in desert campaigns, a wise general ensures his scouts are protected by this simple Lattice manipulation. It's inexpensive and keeps them in the field longer, which, unlike fancy Guild rituals, actually wins battles.

Source Spell

Personal Scales

Source Spell Types

Personal Animal Spells

Personal Scentlessness

36 points.

Winds, Vapors, and Sky Passage

Keywords

Healing, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice renders the caster, and all objects carried, completely odorless. This effect is so absolute it nullifies even overwhelming external smells, offering full Obscure (Smell) protection. It requires a one-time cost of 36 points and lasts indefinitely on the caster.

Statistics

Obscure 10 (Smell; Accessibility, Your scent only, -5%; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [36].

Archmagister's Counsel

You cannot track what you cannot smell. This is not for a 'lord' to use to hide from his duties, but for his vanguard to disappear in the night. The Guild would call it 'subtle artistry'; I call it practical espionage.

Source Spell

Personal No-Smell

Source Spell Types

Personal Air Spells

Personal Scryguard

37 points.

Concealments & Counter-Senses

Keywords

Defense, Healing, Information, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This Persistent obscuration renders you nearly impervious to all Information spells, regardless of the magical discipline employed to cast them. It provides an effective Obscure 10 against such attempts, making you an exceptionally difficult target to locate or divine.

Statistics

Obscure 10 (Information Spells; Defensive, +50%; No Area of Effect, -50%; Stealthy, +100%; Sorcery, -15%) [37].

Archmagister's Counsel

Your royal personage, this is the ultimate privacy spell. It shields the ruler from prying eyes, making them a phantom to any scrying attempt—a useful trait for state secrets or quiet diplomacy.

Source Spell

Personal Scryguard

Source Spell Types

Individual Spell

Personal See Invisible

13 points.

Shadows & Obscurity, Illusion & Creation

Keywords

Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This personal, persistent manipulation of The Lattice grants the caster the ability to perceive magically invisible objects or beings. It will not, however, reveal things that are merely hidden by mundane means.

Statistics

See Invisible (Magic; Sorcery, -15%) [13].

Archmagister's Counsel

Ensure your scouts and spies are trained in this. The Guild's 'invisibility spells' are commonplace, and this is the simplest counter to their petty deceptions.

Source Spell

Personal See Invisible

Source Spell Types

Individual Spell

Personal Selective Gravity

71 points.

Ways, Passage, and Travel, Gravity

Keywords

Defense, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This innate manipulation allows the caster to selectively ignore or embrace local gravitational forces and gravity-based abilities affecting them. It's an internal command, not an external field, rendering the user immune to others' attempts to manipulate their personal gravity, whether they be wizardly wards or sorcerous entanglements. The effect is personal, indefininte, and costs 71 points.

Statistics

Static (Gravity; Discriminatory, +150%; Sorcery, -15%) [71].

Archmagister's Counsel

Your royal guards who patrol high towers or treacherous mountain passes would benefit immensely from this; a slip becomes a mere inconvenience, not a fatal plunge. The Guild would call it 'defying physics'; I call it practical safety.

Source Spell

Personal Selective Gravity

Source Spell Types

Personal Gate and Gravity Spells