All Spells (Alphabetical)

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Showing 1501-1600 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Prismatic Blast Bursts, Barrages, and Bombardment, Glamour, Color, and Prism 32.4 points/level.
Prismatic Jet Glamour, Color, and Prism 27 points/level.
Prismatic Spray Lesser Hexes & Afflictions 453 points.
Prismatic Wall Alteration, Growth, and Other Transmutations, Winds, Vapors, and Sky Passage 1,945 points for level 1 + 192.5 points/additional level*.
Process Plant Growth, Blessing, and Husbandry 4 points/level.
Process Raw Magic Mana, Ley, and Power, Alteration, Growth, and Other Transmutations 12.5 points/level*.
Project Limb Body Forms, Limbs, and Alteration, Space 83 points.
Projection Arcane Utilities & Implements 90 points.
Propel Mana, Ley, and Power 10 points/level.
Protozoan Control Animal Command & Repelling 10 points.
Psi Resistance Resistances & Immunities 21 or 26 points.
Psi Shield Wards, Shields, and Barriers 69 points for level 1 + 15 points/additional level.
Psifool Safeguards & Reliefs 86 points.
Psiguard Concealments & Counter-Senses 66 points.
Psiwall Bursts, Barrages, and Bombardment 93 points for level 1 + 10 points/additional level.
Psychic Scream Missiles, Jets, and Rays, Sound 6 points.
Psychic Surgery Thoughts & Memory, Memory, Thought, and Will, Energy 13 points.
Puff Sorcerous Services & Rites 1 point.
Puissance Weapon Boons & Retaliations 14 points for level 1 + 3 points/additional level. (KYOS: 11.7 points for level 1 + 0.6 point/additional level).
Pull Forced Movement & Restraint 52 points for level 1 + 12.5 points/additional level* (or more).
Punishment Circle Battlefield Zones & Fields 12 points.
Purge Spirit Thoughts & Memory, Memory, Thought, and Will, Spirits, Wards, and the Dead 11 points/level.
Purify Air Breaking, Shattering, and Ruin, Breath & Atmosphere 8 points/level.
Purify Earth Stone, Soil, and Sand 4 points/level.
Purify Fluid Winds, Vapors, and Sky Passage, Water Shaping & Passage 28 points/level.
Purify Food Food 4 points/level.
Purify Fuel Heat, Fuel, and Hearthwork, Technological 4 points/level.
Purify Metal Metal & Glass 4 points/level.
Purify Water Water Shaping & Passage 1 points/level.
Pyromancy Divination & Omens 39 or 89 points.
Q-Mirror Energy, Space 159 points for level 1 + 147 points/additional level.
Quantumancy Divination & Omens 40 or 90 points.
Quarter Ways, Passage, and Travel 68 points.
Quick March Safeguards & Reliefs 26 points for level 1 + 2 points/additional level.
Quicken Pregnancy Vital Functions & Augmentation 47 points for level 1 + 20 points/additional level.
Radiation Jet Radiation 8 points/level.
Radio Hearing Senses & Perception, Technological 2 points.
Rain Rain, Wind, and Greater Weather 46 points for level 1 + 41 points/additional level.
Rain of Acid Rain, Wind, and Greater Weather, Acid 15.4 points for level 1 + 3.5 points/level*.
Rain of Glass Crafting, Repair, and Reshaping, Metal & Glass, Rain, Wind, and Greater Weather 14 points (or more).
Rain of Ice Daggers Ice, Snow, and Frost, Rain, Wind, and Greater Weather 9 points for level 1 + 2 points/level.
Rain of Nuts Growth, Blessing, and Husbandry, Rain, Wind, and Greater Weather 23 points for level 1 + 8 points/additional level.
Rain of Plasma Flame Assaults & Battlefire, Rain, Wind, and Greater Weather, Energy 14 points (or more).
Rain of Shards Breaking, Shattering, and Ruin, Rain, Wind, and Greater Weather 9 points for level 1 + 2 points/level.
Rain of Stones Stone, Soil, and Sand, Rain, Wind, and Greater Weather 9 points (or more).
Rain of Thorns Wood, Vines, and Plant Forms, Rain, Wind, and Greater Weather 7 points.
Rainbow Rain, Wind, and Greater Weather, Technological 18.5 points/ level.
Raise Cone of Power Missiles, Jets, and Rays 84 points for level 1 + 57 points/additional level.
Rapid Journey Gate 205 points.
Rapid Time Journey Time, Gate 280 points.
Ray of Enfeeblement Missiles, Jets, and Rays 12 points.
Ray of Exhaustion Missiles, Jets, and Rays 10 points/level.
Ray of Frost Missiles, Jets, and Rays 19 points/level.
Razor Grass Bursts, Barrages, and Bombardment 6/9/11/13/16/18/21 points for levels 1-7.
Razor Leaves Wood, Vines, and Plant Forms 2 points.
Reading in Sleep Readings & Analysis 39 points.
Reaper’s Embrace Death Curses & Withering 43 points.
Rear Vision Senses & Perception, Emotion & Morale 39 points.
Rebuild Technological 57 points for level 1 + 36 points/level.
Rebuke of the Chosen Ethic Battlefield Zones & Fields 45 points for level 1 + 7.5 points/additional level*.
Recall Thoughts & Memory, Memory, Thought, and Will, Time 21 points.
Reckless Reconstitution Technological 63 points.
Recoil Compensation Technological 36 points for level 1 + 40 points/additional level.
Reconstruct Spell Readings & Analysis 7 points.
Recover Energy Healing, Energy 45 points.
Redirect Gravity Gravity 375 points.
Redline Safeguards & Reliefs 27 points.
Reduce Animal Alteration, Growth, and Other Transmutations, Animal Command & Repelling 32 points for level 1 + 9 points/level.
Reduce Gravity Alteration, Growth, and Other Transmutations, Gravity 54 points for level 1 + 9 points/additional level.
Reflect Arcane Utilities & Implements 73 points or fewer.
Reflect Lightning Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather 61 points for level 1 + 49 points/additional level.
Reflexes Safeguards & Reliefs 26 points.
Regeneration Healing 57 points.
Reincarnate Healing 244 points or more.
Reinforce Force 1 or 19 points.
Reinforced Armor Armor & Battle Shells, Force 36 points for level 1 + 16 points/additional level.
Reinforced Weapon Weapons & Battlework, Force 32 points or 72 points.
Rejoin Breaking, Shattering, and Ruin 14 points.
Rejuvenate Plant Growth, Blessing, and Husbandry 25 points/level.
Relieve Addiction Commands & Compulsion 10 points.
Relieve Paralysis Safeguards & Reliefs 21 points.
Relieve Sickness Safeguards & Reliefs 21 points.
Remember Path Thoughts & Memory, Possession & Identity 21 points.
Remote Start Sorcerous Services & Rites 2 points.
Remove Aura Time 48 points.
Remove Contagion Bursts, Barrages, and Bombardment 30 points/level.
Remove Enchantment Enchantment 260 points.
Remove Fetus Body Forms, Limbs, and Alteration, Technological 14 points.
Remove Hangover Arcane Utilities & Implements 21 points.
Remove Reflection Radiance, Sight, and Reflection 33 points.
Remove Shadow Shadows & Obscurity 33 points.
Reorient Sorcerous Services & Rites 8 points.
Repair Crafting, Repair, and Reshaping 17 points.
Repair Arrow Crafting, Repair, and Reshaping 6 points.
Repair Glass Crafting, Repair, and Reshaping, Metal & Glass 6 points.
Repair Metal Crafting, Repair, and Reshaping, Metal & Glass 11 points.
Repel Ways, Passage, and Travel 52 points for level 1 + 12.5 points/additional level* (or more).
Repel Amphibians Animal Command & Repelling 38 points for level 1 + 5 points/additional level.
Repel Arachnids Animal Command & Repelling 38 points for level 1 + 5 points/additional level.
Repel Birds Mental Curses & Counterwill 38 points for level 1 + 5 points/additional level.

Prismatic Blast

32.4 points/level.

Bursts, Barrages, and Bombardment, Glamour, Color, and Prism

Keywords

Area, Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This spell hurls an iridescent sphere of pure, unfiltered Lattice-energy. One must hit a target using Innate Attack (Projectile) with normal range penalties, though one receives a +4 bonus when aiming for an area, demonstrating that the Lattice cares little about your aiming prowess, only your intent. On impact, it erupts in a blinding, damaging, 4-yard diameter burst. This 'Prismatic Attack' imposes a -5% nuisance effect, as any fool attempting to parry it will pay dearly.

Statistics

Prismatic Attack (Area Effect, 4 yards, +100%; Nuisance Effect, Dangerous to be parried, -5%; Sorcery, -15%) [32.4/level].

Archmagister's Counsel

Understanding this blast means understanding how to control a battlefield. Use it to scatter clustered enemies, demoralize a coordinated assault, or simply to show your Lord's enemies that color can kill as effectively as steel. The Guild calls it 'Prismatic.' I call it practical.

Source Spell

Prismatic Blast

Source Spell Types

New Prismatic Spells

Prismatic Jet

27 points/level.

Glamour, Color, and Prism

Keywords

Control, Damage, Defense, Jet, Obvious, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

One second.

Description

This manipulation of the Lattice projects a 10-yard jet of prismatic light, functioning like a flamethrower. It can even be used as a Destructive Parry, which the Guild insists is 'impossible' but is demonstrably effective. Each level costs 27 points.

Statistics

Prismatic Attack (Destructive Parry, +10%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Sorcery, -15%) [27/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.

Archmagister's Counsel

While flashy, the ability to parry with a jet of pure light is an undeniable advantage in close-quarters combat. A wise lord will equip their guards with such capabilities alongside their mundane steel.

Source Spell

Prismatic Jet

Source Spell Types

New Prismatic Spells

Prismatic Spray

453 points.

Lesser Hexes & Afflictions

Keywords

Control, Damage, Defense, Information, Malediction, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Instantaneous or other.

Description

This brutal manipulation of the Lattice unleashes a cone of randomized magical energies, striking all within its area. Each subject rolls 1d6 to determine the effect: 1 (Red) — 4d burning damage; 2 (Orange) — 2d corrosion damage; 3 (Yellow) — 4d burning damage and a check for stunning; 4 (Green) — 5d toxic damage; 5 (Blue) — permanent paralysis on failure to resist with HT; 6 (Indigo) — permanent hallucinations on failure to resist with Will; 7 (Violet) — an immediate Heart Attack on failure to resist with Will. This spell's cone is 6 yards, has a 10-yard range, and uses Innate Attack (Beam) to hit. The first affliction is Vision-Based, and the Blue and Indigo effects are immune to Dispel Magic.

Statistics

Affliction 1 (HT; Cone 6, +110%; Fixed Duration, +0%; Increased 1/2D, x10, +15%; Link, +10%; Magical, -10%; Reduced Duration on Blindness, 1/30, -30%; Reduced Range, 1/10, -30%; Secondary Blindness, +10%; Vision-Based, +150%) [33]. Red: Burning Attack 4d (Accessibility, Random effect, -30%; Cone 6, +110%; Increased 1/2D, x10, +15%; Link, +10%; Magical, -10%; Reduced Range, 1/10, -30%) [33]. Orange: Corrosion Attack 2d (Accessibility, Random effect, -30%; Cone 6, +110%; Increased 1/2D, x10, +15%; Link, +10%; Magical, -10%; Reduced Range, 1/10, -30%) [33]. Yellow: Burning Attack 4d (Accessibility, Random effect, -30%; Cone 6, +110%; Increased 1/2D, x10, +15%; Link, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [63]. Green: Toxic Attack 5d (Accessibility, Random effect, -30%; Cone 6, +110%; Contact Agent, +150%; Increased 1/2D, x10, +15%; Link, +10%; Magical, -10%; Reduced Range, 1/10, -30%) [63]. Blue: Affliction 1 (HT; Accessibility, Random effect, -30%; Cone 6, +110%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Increased 1/2D, x10, +15%; Link, +10%; Magical, -10%; Malediction 2, +150%; Paralysis, Variant, +150%; Reduced Range, 1/10, -30%) [67]. Indigo: Affliction 1 (Will; Accessibility, Random effect, -30%; Based on Will, +20%; Cone 6, +110%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Hallucinating, +50%; Increased 1/2D, x10, +15%; Link, +10%; Magical, -10%; Malediction 2, +150%; Reduced Range, 1/10, -30%) [59]. Violet: Affliction 1 (Will; Accessibility, Random effect, -30%; Based on Will, +20%; Cone 6, +110%; Heart Attack, Variant, +300%; Increased 1/2D, x10, +15%; Link, +10%; Malediction 2, +150%; Reduced Range, 1/10, -30%; Sorcery, -15%) [69].

Archmagister's Counsel

This spell is a glorious mess. Any petty lord could use it to clear a room of rebels or 'problematic' advisors, assuming their sorcerer doesn't accidentally paralyze half their own guards while trying to look impressive.

Source Spell

Prismatic Spray

Source Spell Types

Individual Spell

Prismatic Wall

1,945 points for level 1 + 192.5 points/additional level*.

Alteration, Growth, and Other Transmutations, Winds, Vapors, and Sky Passage

Keywords

Control, Damage, Defense, Healing, Information, Malediction, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This working manifests a stationary, opaque barrier as a shimmering wall of seven distinct colors. Each color projects a unique effect: Red burns and repels non-magical projectiles. Orange corrodes and repels magical projectiles. Yellow delivers a burning shock that stuns and provides immunity to poison and petrification. Green inflicts a toxic attack and repels breath weapons. Blue obscures information, causes paralysis, and blocks mental attacks. Indigo causes hallucinations and disrupts magic while allowing the caster's magic to pass. Violet corrodes objects and can induce a heart attack. This barrier persists for five minutes and is immune to standard dispel or antimagic effects due to its cosmic nature.

Statistics

Red: Burning Attack 4d (Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Takes 20 cold damage, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [91] + Crushing Attack 4d (Accessibility, Only non-magical projectiles, -40%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Cosmic, Only damaged by cold, has extra HP, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; No Wounding, -50%; Persistent, +40%; Terminal Condition, Takes 20 cold damage, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [83]. Orange: Corrosion Attack 2d (Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Strong Wind, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [91] + Crushing Attack 4d (Accessibility, Only magical projectiles, -40%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; No Wounding, -50%; Persistent, +40%; Terminal Condition, Strong Wind, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [73]. Yellow: Burning Attack 4d (Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Persistent, +40%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Terminal Condition, Disintegration, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [121] + Immunity to Poison (Affects Others, +50%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Force Field, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Disintegration, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [79] + Sealed (Affects Others, +50%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Force Field, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Disintegration, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [79] + Immunity to Petrification (Affects Others, +50%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Force Field, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Disintegration, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [27]. Green: Toxic Attack 5d (Area Effect, 2 yards, +50%; Contact Agent, +150%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Persistent, +40%; Terminal Condition, Create Door, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [121] + Crushing Attack 4d (Accessibility, Only breath weapons, -40%; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; No Wounding, -50%; Persistent, +40%; Terminal Condition, Create Door, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [73].Blue: Obscure 10 (Information Spells; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Defensive, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Ranged, +50%; Stealthy, +100%; Terminal Condition, Magic Missile, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [123] + Affliction 1 (HT; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Remove Curse on the effect, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Extended Duration, Permanent, on the Paralysis, +150%; Link, +10%; Magical, -10%; Malediction 1, +100%; Paralysis, Variant, +150%; Persistent, +40%; Terminal Condition, Magic Missile, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [91] + Static (Mental Attacks; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Only around the border of the area, -0%; Ranged, +40%; Terminal Condition, Magic Missile, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [137].Indigo: Affliction 1 (HT; Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Remove Curse on the effect, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Extended Duration, Permanent, on the Hallucinating, +150%; Hallucinating, +50%; Link, +10%; Magical, -10%; Malediction 1, +100%; Persistent, +40%; Terminal Condition, Mage Light, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [81] + Static (Magic; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Defensive, +50%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Only around the border of the area, -0%; Ranged, +40%; Terminal Condition, Mage Light, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [182] + Rules Exemption (Magical abilities can coexist with anti-magic Static) [1].Violet: Corrosion Attack 10d (Accessibility, Only on objects, -10%; Area Effect, 2 yards, +50%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Link, +10%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [400] + Affliction 1 (Will; Area Effect, 2 yards, +50%; Based on Will, +20%; Cosmic, Immune to Remove Curse, +50%; Cosmic, Immune to Antimagic Field, +50%; Extended Duration, 30x, +60%; Heart Attack, Variant, +300%; Link, +10%; Magical, -10%; Malediction 1, +100%; Persistent, +40%; Variable, Area, +5%; Wall, Shapeable, +60%) [82].* Calculate the total cost, then round up.

Archmagister's Counsel

This barrier is a magnificent piece of Lattice-weaving, far more resilient than any fragile 'Wizard's Ward.' Use it to divide battlefields, protect your flanks, or, when the need arises, to make an emphatic statement about your territory.

Source Spell

Prismatic Wall

Source Spell Types

Individual Spell

Process Plant

4 points/level.

Growth, Blessing, and Husbandry

Keywords

Information, Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent. Cast on a plant material, the material is transformed into a derivative chemical. A handful of tea leaves, for example, can be turned into a pinch of caffeine powder. To cast the spell, the caster touches the plant material he wishes to transform, takes a Concentrate maneuver and makes his casting roll. Success means he transforms it successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative! Transformation costs 1 FP per use. The caster can transform an amount of material weighing up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. The final product typically weighs much less. The mage must be familiar with the end product and have some idea of the process, even if this is no more than 1 point in low-tech Expert Skill (Natural Philosophy). Other appropriate skills: Alchemy, Biology (Botany), Chemistry, and Pharmacy. Without this minimal amount of skill, a critical success on the spell roll (the equivalent of a magical miracle) is required to produce the drug.

Description

This Lattice manipulation converts plant matter into a derivative chemical product. It costs 4 points per level and 1 FP per use. The caster must possess familiarity with the desired end product and some understanding of the process, represented by a skill like Expert Skill (Natural Philosophy) at 1 point, or Alchemy, Biology (Botany), Chemistry, or Pharmacy. Without such understanding, only a critical success can yield results. Transformation capacity scales with level: 10 lbs. at level 1, 40 lbs. at level 2, increasing at 10 x (level squared) lbs. The final product invariably weighs significantly less.

Statistics

Create (Accessibility, Only to transform into derivative chemicals, -10%; Nuisance Effect, Knowledge, -10%; Transmute Wood to Biochemicals, +50%; Transmutation Only, -100%; Magical, -10%) [4/level].

Archmagister's Counsel

Why bother with laborious alchemy when the Lattice offers a direct path? This spell extracts high-value pure chemicals from plant matter, turning raw material into instant profit or potent poisons with a flick of the wrist. Forget the alchemist’s lab; this is how a Lord corners the market on rare reagents or ensures his enemies meet an unfortunate end.

Source Spell

Process Plant

Source Spell Types

Individual Spell

Process Raw Magic

12.5 points/level*.

Mana, Ley, and Power, Alteration, Growth, and Other Transmutations

Keywords

Control, Persistent, Summoning, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

Indefinite.

Description

This spell allows one to mold and direct a given mass of raw magic, regardless of its current state—be it solid, liquid, or gaseous. Furthermore, it can transmute this mass into an intangible form and bind it to a subject possessing the Raw Magic Store advantage. This persistent manipulation costs 12.5 points per level, rounded up, and is cast with an IQ roll.

Statistics

Control Raw Magic (Ranged, +40%; Sorcery, -15%) [12.5/level*]. Note: This spell originally appeared in GURPS Thaumatology. * Calculate the total cost, then round up.

Archmagister's Counsel

Understanding how to both consolidate and transfer raw magic ensures your mages are not reliant on temporary surges. This is how you build a lasting magical reserve, not simply squander it on flashy tricks.

Source Spell

Process Raw Magic

Source Spell Types

Raw Magic Spells

Project Limb

83 points.

Body Forms, Limbs, and Alteration, Space

Keywords

Control, Damage, Persistent, Travel, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This spell allows the caster to extend a limb or extremity across distances as if reaching through the fourth dimension, without actual severance from the body. It confers Injury Tolerance (Independent Body Parts) with several cosmic enhancements, reflecting its extra-dimensional nature, at a cost of 83 points and an indefinite duration.

Statistics

Injury Tolerance (Independent Body Parts; Cosmic, Four-dimensional, +50%; Cosmic, Voluntary, +50%; Instant Reattachment, +50%; Sorcery, -15%) [83].

Archmagister's Counsel

A useful trick for a spy or assassin. Imagine reaching through a keyhole without being physically present, or retrieving a document from a secured desk without alerting the guards. It's about access, my Lords, and the ability to operate unseen.

Source Spell

Project Limb

Source Spell Types

Space Spells

Projection

90 points.

Arcane Utilities & Implements

Keywords

Defense, Information, Persistent, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice displaces the caster's consciousness from their body, projecting their senses to a specific location up to 100 yards distant. This effect persists indefinitely once established, costing 90 points to secure.

Statistics

Clairsentience (Fixed Range, -5%; Increased Range, 10x, +30%; Projection, +0%; Second Nature, +70%; Sorcery, -15%) [90].

Archmagister's Counsel

Understanding what your enemies can *see* is paramount. A clever sorcerer using this spell can scout your defenses from a mile away without risking an inch of their skin. Do not underestimate how valuable invisible eyes can be.

Source Spell

Projection

Source Spell Types

Individual Spell

Propel

10 points/level.

Mana, Ley, and Power

Keywords

Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

1 hour.

Description

This spell allows a Sorcerer to channel their personal magical energy directly into a vehicle's propulsion system for 1 hour. Frankly, it's just a different way of generating 10 points of "Create Electricity" per level, effectively providing power with reduced fatigue cost. The Guild calls it 'harnessing elemental forces'; I call it a particularly inefficient battery. Each level provides 10 points that can be channeled into a vehicle; these points are not fatigue, but raw magical power.

Statistics

Create Electricity (Accessibility, Only to power vehicles, -60%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [10/level].

Archmagister's Counsel

Rather than relying on beast or wind, a lord with a few of these Sorcerers can ensure his war engines move regardless, a tactical advantage that often proves decisive. The Lattice doesn't care if the power is summoned or bled, only that it flows.

Source Spell

Propel

Source Spell Types

Power Spells

Protozoan Control

10 points.

Animal Command & Repelling

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

This remarkable feat of Lattice manipulation allows you to seize control of a single protozoan or a one-yard swarm of its brethren. The target gains the Reprogrammable disadvantage, with your will as its new master, obeying every command.

Statistics

Mind Control (Accessibility, Protozoa only, -70%; Sorcery, -15%) [10].

Archmagister's Counsel

While controlling plankton might seem trivial to the uninitiated, consider the strategic advantage of influencing disease vectors or even disrupting basic food chains with such minuscule targets. The Lattice cares not for size, only for the skillful hand that plucks its threads.

Source Spell

Protozoan Control

Source Spell Types

Even More Unmerged Animal Spells

Psi Resistance

21 or 26 points.

Resistances & Immunities

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This manipulation of the Lattice grants the subject an enhanced resistance to psionic abilities. The base spell (21 points) provides a +3 bonus to HT and Will rolls made to resist psionics, lasting for three minutes. An improved version (26 points) ups this bonus to +8. In essence, it's a shield that others cannot physically perceive.

Statistics

Affliction 1 (HT; Advantage, Psi Resistance, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Notes: “Psi Resistance” is Resistant to Psionics (+3) (Magical, -10%) [9]. Improved version replaces it with Resistant to Psionics (+8) (Magical, -10%) [14] [+5].

Archmagister's Counsel

Ensure your strategists employ this upon your elite guards and couriers. A discerning Lord understands that a mind proofed against psi is a secret kept, and a secret kept is a battle won. It matters little whether it is a sorcerer or a wizard who plucks the Lattice; only the efficacy of the plucking matters.

Source Spell

Psi Resistance

Source Spell Types

Individual Spell

Psi Shield

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

Wards, Shields, and Barriers

Keywords

Area, Damage, Defense, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This working creates a visible, transparent dome that negates psionic abilities attempting to cross its boundary. Psionic effects originating within can freely manipulate things inside, but cannot extend beyond the dome. Each level increases the dome's radius. The base cost is 69 points for a 2-yard radius, and 15 points for each additional level, which adds 1 yard to the radius. The dome lasts five minutes and is static.

Statistics

Static (Psi; Area Effect, 2 yards, +100%; Extended Duration, 30x, +60%; Only around the border of the area, -0%; Ranged, +40%; Resistible, -50%; Sorcery, -15%; Variable, Area, +5%; Visible, -10%) [69]. Additional levels increase Area Effect (+50%) for Static [+15]. Note: As a special effect, this forms a hemispherical dome, not a cylinder.

Archmagister's Counsel

If your Lord insists on dabbling in psychic warfare, this is how you ensure his private chambers remain private. It’s a clean way to cut the 'whispers' out, but remember, the Lattice doesn't care if the 'whisperer' is inside; only that the barrier holds.

Source Spell

Psi Shield

Source Spell Types

Individual Spell

Psifool

86 points.

Safeguards & Reliefs

Keywords

Buff, Defense, Healing, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five hours.

Description

This working redirects hostile psionic perceptions directed at one target to a different, chosen decoy. It fools everything from Clairvoyance and Telescan to Danger Sense and Precognition, effectively making the true target undetectable by psionic means for five hours within 100 yards. It costs 86 points and has no casting roll, only requiring an Innate Attack (Gaze) to aim.

Statistics

Affliction 1 (HT; Advantage, Psifool, +660%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [86]. Note: “Psifool” is Obscure 10 (Clairsentience; Cosmic, Redirects to a decoy, +100%; Defensive, +50%; Extended, Detect, Divination, Para-Radar, +60%; Limited, Psi, -20%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [66].

Archmagister's Counsel

If you wish to move an asset without the Psion’s Guild's incessant poking, this is your solution. Let their 'seers' chase ghosts while your essential personnel operate unimpeded. The Lattice doesn't care whose mind you're scrambling, only that it's scrambled.

Source Spell

Psifool

Source Spell Types

Individual Spell

Psiguard

66 points.

Concealments & Counter-Senses

Keywords

Buff, Defense, Healing, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five hours.

Description

This nuanced manipulation of The Lattice renders a subject virtually undetectable by psionic senses, be it Clairvoyance, Telescan, Danger Sense, Precognition, or Retrocognition. It costs 66 points to maintain this five-hour concealment.

Statistics

Affliction 1 (HT; Advantage, Psiguard, +460%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [66]. Note: “Psiguard” is Obscure 10 (Clairsentience; Defensive, +50%; Extended, Detect, Divination, Para-Radar, +60%; Limited, Psi, -20%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [46].

Archmagister's Counsel

Ensure your spies, or perhaps a favored royal scion, are cloaked by this before sending them into the nest of psychics. Their enemies will be blind, deaf, and clueless to their presence.

Source Spell

Psiguard

Source Spell Types

Individual Spell

Psiwall

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

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Defense, Healing, Information, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Eight hours.

Description

This spell weaves an imperceptible barrier, masking an area from all psionic detection. It functions as Obscure 10 against Clairsentience, including Clairvoyance, Telescan, Danger Sense, Precognition, and Retrocognition. Costing 93 points for the first level, it scales by 10 points per additional level, expanding its area of effect. The effect is nearly impossible to detect for eight hours, across a range of 100 yards. There is no casting roll; simply direct it as you would an Innate Attack (Gaze).

Statistics

Obscure 10 (Clairsentience; Defensive, +50%; Extended, Detect, Divination, Para-Radar, +60%; Extended Duration, 3,000x, +140%; Limited, Psi, -20%; Ranged, +50%; Sorcery, -15%; Stealthy, +100%) [93]. Additional levels add more Area Effect (+50%) [+10].

Archmagister's Counsel

When you need to hide something important, whether it’s a strategic movement of troops or a clandestine meeting, this sorcerous curtain ensures no prying psionicist will glimpse your intentions. The Guild may call it 'crude' but it is effective.

Source Spell

Psiwall

Source Spell Types

Individual Spell

Psychic Scream

6 points.

Missiles, Jets, and Rays, Sound

Keywords

Aura, Control, Damage, Defense, Melee, Utility

Casting Roll

Will.

Range

Self.

Duration

10 seconds.

Description

This emanation of psychic force, indiscernible to the common senses, inflicts 1 point of toxic damage per second upon any being with a mind within a 4-yard radius. The effect persists for 10 seconds, impacting all within the area save the caster. Its potency is such that it bypasses conventional defenses, a testament to its direct manipulation of the mental Lattice.

Statistics

Toxic Attack 1 point (Accessibility, Only beings with minds, -10%; Area Effect, 4 yards, +100%; Aura, +80%; Cosmic, Irresistible Attack, +300%; Cosmic, Psionic Damage, +50%; Melee Attack, Reach C, -30%; Reduced Duration, 1/6, -15%; Requires Will Roll, -10%; Sorcery, -15%) [6].

Archmagister's Counsel

Understanding this Lattice-work is crucial; your advisors must recognize that a mind, no matter how keen or disciplined, is still vulnerable to such targeted manipulation. A well-placed 'scream' can turn a court full of strategists into gibbering wrecks, regardless of whether it's woven by 'Sorcery' or 'Wizardry.'

Source Spell

Psychic Scream

Source Spell Types

Artillery Spells

Psychic Surgery

13 points.

Thoughts & Memory, Memory, Thought, and Will, Energy

Keywords

Control, Debuff, Defense, Information, Malediction, Persistent, Resisted-Will

Casting Roll

IQ. Use IQ (again) or Brainwashing to remove disadvantages.

Range

Unlimited.

Duration

Three days.

Description

This Lattice manipulation temporarily removes any mundane mental disadvantage from a target for three days. It costs 13 points to cast, rolled against IQ. The subject gets a Will roll to resist unless they are willing, in which case resistance is unnecessary. Removing a disadvantage permanently requires another IQ roll or the use of Brainwashing.

Statistics

Mind Control (Accessibility, Only to remove mental disadvantages, -10%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery, -15%) [13]. Persistent, +40%; Sorcery, -15%) [7].

Archmagister's Counsel

Why bother with arduous re-education or costly therapy when a simple flick of the mental switch can turn your troublesome courtier into a loyal, sane asset? Just remember, it expires; consider this a temporary patch, not a permanent fix, unless you're prepared to apply further 'conditioning.'

Source Spell

Psychic Surgery

Source Spell Types

Psychic Spells as Normal Spells

Puff

1 point.

Sorcerous Services & Rites

Keywords

Information, Obvious

Casting Roll

None.

Range

Self.

Duration

10 seconds.

Description

This working creates a thin, ephemeral stream of smoke near the caster that persists for the duration of 10 seconds, drifting with air currents. It does not obstruct vision or cause irritation, functioning primarily as a visual signal or a deliberate gesture of defiance.

Statistics

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

Archmagister's Counsel

A truly subtle player might use this to draw attention away from the real action or to feign interest in an otherwise tedious conversation with a rival. The Guild calls it 'Puff'; I call it a distraction from dullards.

Source Spell

Puff

Source Spell Types

Least Spells

Puissance

14 points for level 1 + 3 points/additional level. (KYOS: 11.7 points for level 1 + 0.6 point/additional level).

Weapon Boons & Retaliations

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This Lattice-work grants a chosen weapon or shield an unholy boost. For 14 points, your implement gains +2 swing and +1 thrust damage for 3 minutes, with an additional +3 points buying another level of damage improvement. The range is 100 yards, and no casting roll is needed, only an Innate Attack (Gaze) to aim. It’s effective, efficient, and leaves no magical signature, which is far more useful than any Guild ceremony.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons and shields, -15%; Advantage, Puissance 1, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [14] (KYOS: 11.7). Additional levels add more Puissance to the Advantage enhancement [+3] (KYOS: +0.6). Note: Each level of “Puissance” is Striking ST 2 (Magical, -10%; One Attack, This weapon, -60%) [3]. (KYOS: 0.6).

Archmagister's Counsel

A knight with this enchantment on his blade is worth a dozen unaugmented men. A wise lord recognizes that raw force, delivered effectively and without magical tell-tales, wins battles, not empty prophecies from a scrying pool.

Source Spell

Puissance

Source Spell Types

Individual Spell

Pull

52 points for level 1 + 12.5 points/additional level* (or more).

Forced Movement & Restraint

Keywords

Area, Damage, Defense, Leveled, Persistent, Travel

Casting Roll

None. Use DX or an unarmed combat skill to hit.

Range

100 yards.

Duration

30 seconds.

Description

This manipulation of the Lattice allows you to create a zone of attraction up to 100 yards away, lasting 30 seconds. To deliver it at distance, use your Innate Attack (Gaze) skill, applying range penalties but gaining a +4 bonus for affecting an area. The base ability costs 52 points; each additional level allows for a larger area of effect at an additional 12.5 points.

Statistics

Telekinesis 5 (Area Effect, 2 yards, +50%; Attraction, -60%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Sorcery, -15%) [52]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*]. * Calculate the total cost, then round down.

Archmagister's Counsel

A sorcerer with this 'pull' can disrupt enemy formations with ease, dragging their heavy infantry out of position or pulling archers into melee range. Learn to identify the localized distortion of the Lattice, and you can counter their attempts to control the battlefield. Don't let your troops simply 'drift' into danger.

Source Spell

Pull

Source Spell Types

Movement Spells

Punishment Circle

12 points.

Battlefield Zones & Fields

Keywords

Area, Control, Damage, Defense, Persistent, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds. Creates a 4-yard-radius area that inflicts pain and injury upon magical creatures. To place the effect at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. This spell affects any being that’s summoned or could be summoned (e.g., angels, demons, elementals, and other spirits), beings called into existence by magic (creations, illusions, etc.), magically animated constructs, the undead, and creatures with Dependency on mana or Weakness to its absence. The spell’s area is surrounded by a glowing, rune-edged circle. This is obvious to all kinds of vision and to the special senses (Detect, Magery, Scanning Sense, etc.) of magical creatures. This circle must be unbroken – if this area overlaps a no-mana zone, the casting fails automatically. For as long as the spell endures, magical creatures that remain in the area lose 1 HP per second. This injury is extremely painful – the shock penalty is doubled (to -2 for creatures with no High Pain Threshold or Low Pain Threshold).

Description

This spell tears at the Lattice, creating a 4-yard-radius zone that inflicts 1 HP of injury per second on all magical creatures within its bounds. The pain is doubled for shock penalties, rendering even the most resilient magical entities vulnerable. To deploy this field at range, one must use an Innate Attack (Gaze) roll (100-yard limit, normal range penalties apply), with a +4 bonus for affecting an area. The field is clearly marked by a glowing, runic circle, visible to both mundane and magical senses, and fails if placed over a no-mana zone. The field lasts "30 seconds."

Statistics

Crushing Attack 1 point (Accessibility, Only on magical beings, -20%; Area Effect, 4 yards, +100%; Cosmic, Doubled shock penalty, +50%; Cosmic, Irresistible Attack, +300%; Extended Duration, 3x, +20%; No Knockback, -10%; Nuisance Effect, Area cannot overlap a no-mana zone, -5%; Persistent, +40%; Sorcery, -15%) [12]. Note: This spell originally appeared in GURPS Magic: Artillery Spells.

Archmagister's Counsel

This is a useful deterrent when dealing with summoned nuisances. Place it strategically before a conjurer can finish their incantations, and watch their 'allies' turn to ash. The Lattice doesn't care if the demon is fancy, it just cares that it's getting hurt.

Source Spell

Punishment Circle

Source Spell Types

Artillery Spells

Purge Spirit

11 points/level.

Thoughts & Memory, Memory, Thought, and Will, Spirits, Wards, and the Dead

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous. Purge spirit rips away at the target’s spiritual substance, scattering it over a wide area and hampering the target’s ability to reform. This spell can only affect insubstantial creatures. The target takes 1d non-incendiary burning damage, ignoring DR. If the caster wishes, he may scale down the damage before casting the spell.

Description

An instantaneous offensive manipulation of the Lattice, this spell inflicts 1d burning damage, bypassing DR, exclusively upon insubstantial entities. The spiritual substance is scattered, hindering reformation. The damage can be scaled down by the caster before release for finer control.

Statistics

Burning Attack 1d (Insubstantial Only, -30%; Malediction 2, +150%; No Incendiary Effect, -10%; No Signature, +20%; Sorcery, -15%; Variable, +5%) [11/level].

Archmagister's Counsel

This is how you deal with persistent ethereal pests that your guards can't touch. No need for an exorcist; just pluck at their very existence until they dissipate.

Source Spell

Purge Spirit

Source Spell Types

Psychic Spells as Normal Spells

Purify Air

8 points/level.

Breaking, Shattering, and Ruin, Breath & Atmosphere

Keywords

Control, Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent.

Description

Touch fouled air and, with a successful IQ roll, purify it. This spell removes smoke, taint, and poisons within a 1-yard radius per spell level, rendering the air breathable. It's a permanent effect, a true cleansing of the Lattice's atmospheric threads.

Statistics

Create (Accessibility, Only to transform into breathable air, -20%; Transmute Gas to Gas, +50%; Transmutation Only, -100%; Magical, -10%) [8/level].

Archmagister's Counsel

This trivial manipulation of The Lattice can salvage a beleaguered garrison or clear a diplomatic chamber of noxious fumes. A sound investment over more dramatic, and often less effective, solutions.

Source Spell

Purify Air

Source Spell Types

Air Spells

Purify Earth

4 points/level.

Stone, Soil, and Sand

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent.

Description

This spell purifies earth, removing foreign objects, poisons, and harmful elements from soil, rendering it capable of supporting plant life. It also remedies any deficiencies in the soil’s composition. This manipulation of the Lattice costs 4 points per level and is permanent.

Statistics

Create (Accessibility, Only to transform into normal soil, -20%; Transmute Earth to Earth, +50%; Transmutation Only, -100%; Magical, -10%) [4/level].

Archmagister's Counsel

Plant a king’s victory garden on barren ground, or simply ensure your personal food supply is untainted. This Lattice-work makes land fertile, regardless of whether a spellbook or a bloodline was used to achieve it.

Source Spell

Purify Earth

Source Spell Types

Earth Spells

Purify Fluid

28 points/level.

Winds, Vapors, and Sky Passage, Water Shaping & Passage

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent.

Description

An elegant manipulation of the Lattice, this working purifies either water or air in the touched area. It removes all impurities, rendering liquids drinkable and atmospheres breathable. The effect is permanent. The caster touches the substance and makes an IQ roll.

Statistics

Create (Accessibility, Only to transform into breathable air or drinkable water, -20%; Transmute Gas to Gas, +50%; Transmute Water to Water, +50%; Transmutation Only, -100%; Magical, -10%) [28/level].

Archmagister's Counsel

This trivial act, whether through Sorcerous blood or a meticulously memorized formula, keeps your troops hydrated and breathing on long campaigns. Worth more than a thousand honor guards when the wells run foul.

Source Spell

Purify Fluid

Source Spell Types

Fluid Spells

Purify Food

4 points/level.

Food

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent.

Description

This efficient manipulation of the Lattice removes all impurities from food, rendering it safe for consumption. The caster touches the food and, with a Concentrate maneuver, rolls against IQ. The cost for this effect is 4 points per level, creating a permanent purification.

Statistics

Create (Accessibility, Only to transform into edible food, -20%; Transmute Food to Food, +50%; Transmutation Only, -100%; Magical, -10%) [4/level].

Archmagister's Counsel

Your scouts will be grateful for this in the field, turning foraging into a certainty rather than a gamble. No need for fancy kitchens when you have a capable sorcerer at hand.

Source Spell

Purify Food

Source Spell Types

Food Spells

Purify Fuel

4 points/level.

Heat, Fuel, and Hearthwork, Technological

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent.

Description

This manipulation of the Lattice purges all impurities from fuel, making it entirely suitable for its intended purpose. To perform this, one touches the fuel and makes an IQ roll. The purification is permanent, costing 4 points per level.

Statistics

Create (Accessibility, Only to transform into usable fuel, -20%; Transmute Fuel to Fuel, +50%; Transmutation Only, -100%; Magical, -10%) [4/level].

Archmagister's Counsel

Have your fuel purified by a gifted Sorcerer before a siege; a less efficient siege engine means a longer siege, and a longer siege means a higher expenditure. It's simple math, really.

Source Spell

Purify Fuel

Source Spell Types

Fuel Spells

Purify Metal

4 points/level.

Metal & Glass

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent. Removes foreign objects from metal items, including other metal objects (such as nails, screws, and rivets not essential to the item). It also closes holes made by those objects and removes any tarnish, dents, or rust. To cast the spell, the caster touches the metal he wishes to purify, takes a Concentrate maneuver and rolls vs. IQ. Success means he purifies it successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative! Purification costs 1 FP per use. The caster can purify an amount of metal weighing up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.

Description

A persistent, touch-based Lattice manipulation that purifies metal. It eradicates foreign objects, including non-essential metallic fasteners, and seamlessly closes holes, while simultaneously removing tarnish, dents, and rust. The caster must touch the metal, concentrate, and roll against IQ. Success purifies the item; failure yields no effect. Critical failure results in an inconvenient or dangerous purification, as determined by the GM. Each use costs 1 FP. The caster can purify up to 10 x (level squared) lbs. of metal.

Statistics

Create (Accessibility, Only to transform into normal metal, -20%; Transmute Metal to Metal, +50%; Transmutation Only, -100%; Magical, -10%) [4/level].

Archmagister's Counsel

This spell is invaluable for maintaining armaments and infrastructure. A Lord with diligent practitioners of this art keeps armor pristine, weapons sharp, and vital machinery free of decay, ensuring readiness and reducing costly replacements.

Source Spell

Purify Metal

Source Spell Types

Individual Spell

Purify Water

1 points/level.

Water Shaping & Passage

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Permanent.

Description

This working renders water potable by stripping it of all impurities. The caster needs only to lay a hand upon the water and concentrate, rolling against IQ. This is a permanent effect, consuming 1 energy point per level of power.

Statistics

Create (Accessibility, Only to transform into drinkable water, -20%; Transmute Water to Water, +50%; Transmutation Only, -100%; Magical, -10%) [1/level].

Archmagister's Counsel

Never be beholden to tainted wellsprings. A lord with even a middling Water Sorcerer can always provide clean water, a simple strategic advantage that keeps armies healthy and subjects loyal.

Source Spell

Purify Water

Source Spell Types

Water Spells

Pyromancy

39 or 89 points.

Divination & Omens

Keywords

Information, Touch

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

Instantaneous. As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.Pyromancy is divination by staring into fire or smoke. It may produce a vision, or the caster may hear a voice in the flames. Small amounts of certain rare herbs (value $100 per attempt) must be burned. Questions are at -4 unless something pertaining to the question (e.g., hair of the subject of the divination) is also burned.When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”The basic (39-point) version of this spell requires 10 minutes to cast! The improved (89-point) version requires only the usual one or two seconds.

Description

This unique manipulation of the Lattice allows one to perceive visions or hear voices by staring into fire or smoke. It demands the burning of rare herbs ($100 per attempt) and incurs a -4 penalty if no personal item related to the query is also consumed. Inquiries into the past or future are subject to time penalties, where 'miles' on the Long-Distance Modifiers (p. B241) are read as 'weeks.' The basic 39-point version has a 10-minute casting time, while the 89-point version casts in mere seconds.

Statistics

Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires fire, -10%; Trigger, Herbs, -10%; Trigger, Halved, Something personal, -5%) [39]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

Use this to uncover clandestine plots or predict enemy movements, my Lord. The Guild may call it 'crude,' but when vital intelligence is at stake, who cares about the method when the outcome tells you when to strike?

Source Spell

Pyromancy

Source Spell Types

Individual Spell

Q-Mirror

159 points for level 1 + 147 points/additional level.

Energy, Space

Keywords

Buff, Damage, Defense, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This Lattice manipulation transmutes successful ranged substantial attacks targeting the subject into antimatter, redirecting them back at the attacker. This works for any projectile or beam attack with base damage less than (Q-Mirror level)x2 dice. The effect lasts three minutes and has no signature. Aiming uses Innate Attack (Gaze). Each level beyond the first costs 147 points, adding an additional 2d to the reflected damage capacity.

Statistics

Affliction 1 (HT; Advantage, Q-Mirror 1, +1,470%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [159]. Additional levels add further Q-Mirror to the Advantage enhancement (+1,470%) [+147]. Notes: Each level of “Q-Mirror” is Damage Resistance 7 (All-or-Nothing, -10%; Armor Divisor, (3), +100%; Cosmic, Reflected attack becomes crushing, +50%; Force Field, +20%; Limited, Ranged Substantial, -40%; Magical, -10%; Nuisance Effect, Reduces higher armor divisors to (3), -10%; Radiation, +100%; Reflection, +100%; Surge, +20%) [147] with each DR 7 converted into 2d per p. B269. Attack modifiers are applied to the Damage Resistance to modify the reflected attack.

Archmagister's Counsel

Ensure your shock troops are equipped with this. Watching an enemy's own cannon fire eradicate their lines is a more effective method of demoralization than any flag-waving speech.

Source Spell

Q-Mirror

Source Spell Types

Antimatter Spells

Quantumancy

40 or 90 points.

Divination & Omens

Keywords

Information, Touch

Casting Roll

IQ. Special casting time (see below).

Range

Touch.

Duration

Instantaneous. As Divination (GURPS Thaumatology: Sorcery, p. 19), but with the following changes.Quantumancy is divination through the study of particle decay. Requires research particle accelerator and appropriate lab equipment.When asking a question about the past or future, the casting roll takes a time penalty. Use Long-Distance Modifiers (p. B241), reading “miles” as “weeks.”The basic (40-point) version of this spell requires 10 minutes to cast! The improved (90-point) version requires only the usual one or two seconds.

Description

This spell gleans information through the esoteric study of particle decay, a demanding process requiring a research particle accelerator and its associated laboratory complexities. The base 40-point manifestation demands 10 minutes of casting, while the 90-point iteration reduces this to the typical 1-2 seconds. When probing past or future events, the caster faces time-based penalties akin to long-distance modifiers, where each 'mile' translates to a 'week' in temporal displacement. It's Divination, but with more steps and significantly more expensive equipment.

Statistics

Precognition (Active Only, -60%; Directed, +100%; Magical, -10%; Nuisance Effect, Time penalties, -10%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%; Requires a research particle accelerator and appropriate equipment, -20%) [40]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

You cannot anticipate a rival’s move if you do not understand their capabilities. This — or something like it — lets you read their history and predict their future, provided you can afford the hardware. Practicality, not purity, wins wars, my Lord.

Source Spell

Quantumancy

Source Spell Types

Individual Spell

Quarter

68 points.

Ways, Passage, and Travel

Keywords

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

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Exposes the subject to intense magical forces from without. If the subject fails to resist, he dies immediately. Someone slain by Quarter ends up in four chunks of roughly equal size. Most material targets, even Diffuse ones, are instantly killed or wrecked by quartering – though for beings specifically able to survive in fragments, it’s no less survivable than any other dissection. The victim’s equipment is mostly left intact, but torso armor, full-body suits, or anything else worn over half or more of the body is doomed. The GM has the final say.

Description

This spell exposes the subject to immediate, intense magical forces. Failure to resist with HT results in instant death, quartering the victim into four roughly equal pieces. Most material targets are similarly destroyed. Torso armor and full-body suits worn by the victim are also ruined.

Statistics

Affliction 1 (HT; Based on IQ, Own Roll, +20%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [68].

Archmagister's Counsel

Should a rival lord possess troublesome bodyguards, a well-placed Quarter spell ensures they are, shall we say, *redistributed* before they can interfere. It is efficient, and leaves little left to identify.

Source Spell

Quarter

Source Spell Types

Movement Spells

Quick March

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

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This manipulation of the Lattice boosts a subject's overland movement by 1 Basic Move per level for a full day. It is an Affliction (HT), costing 26 points for the first level and 2 points for each additional level, and can be aimed up to 100 yards with no casting roll, only an Innate Attack (Gaze) roll.

Statistics

Affliction 1 (HT; Advantage, Quick March 1, +20%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [26]. Additional levels add further Quick March to the Advantage enhancement [+2]. Note: Each level of “Quick March” is Basic Move 1 (Only to determine overland movement, -50%; Magical, -10%) [2].

Archmagister's Counsel

Your scouts will cover ground twice as fast, your armies will outmarch the enemy, and your couriers will deliver messages before news of their departure even reaches the ears of your rivals. Efficiency, not arcane theatrics, wins wars.

Source Spell

Quick March

Source Spell Types

Individual Spell

Quicken Pregnancy

47 points for level 1 + 20 points/additional level.

Vital Functions & Augmentation

Keywords

Buff, No-Signature, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Permanent (until baby is born).

Description

This working deftly accelerates the gestation of an unborn child. Each level of the spell increases the rate of development; level 1 doubles it, level 2 triples it, and so forth. Costs 47 points for the initial level, then 20 points for each additional level. Once cast, the effect is permanent until birth.

Statistics

Affliction 1 (HT; Advantage, Accelerate Pregnancy 1, +200%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [47]. Additional levels add further Accelerate Pregnancy to the Advantage enhancement (+200%) [+20]. Note: Each level of “Accelerate Pregnancy” is Altered Time Rate 1 (Accessibility, Only to accelerate pregnancy, -80%; Magical, -10%) [20].

Archmagister's Counsel

A lord with a shaky succession can ensure an heir arrives *conveniently* on schedule. But remember, accelerating a birth won't ensure a healthy one if the parents are flawed stock to begin with.

Source Spell

Accelerate Pregnancy

Source Spell Types

Individual Spell

Radiation Jet

8 points/level.

Radiation

Keywords

Damage, Jet, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

One second.

Description

This unsightly manipulation conjures a 10-yard jet of invisible, damaging radiation, much like a flamethrower's reach. Your innate attack skill dictates accuracy. It costs 8 points per level of effect, lasts for a single second, and you must understand that anyone claiming it provides a "reflexive" parry with a jet is simply exploiting a loophole in the common understanding of the Lattice; it works, but don't expect applause from the Guild.

Statistics

Toxic Attack (Destructive Parry, +10%; Increased 1/2D, 2x, +5%; Jet, +0%; Melee-Capable, Reach 1, +15%; No Signature, +20%; Radiation, +25%; Reflexive, +40%; Sorcery, -15%) [8/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.

Archmagister's Counsel

You could use this to incinerate an entire enemy squad's morale from a distance, or, more subtly, to eliminate a lingering 'problem' where no one will ever find the cause. Just ensure your 'Sorcerer' has the proper Innate Attack skill, or it's all just light and noise.

Source Spell

Radiation Jet

Source Spell Types

Radiation Spells

Radio Hearing

2 points.

Senses & Perception, Technological

Keywords

Defense, Information, Persistent

Casting Roll

IQ.

Range

10 miles.

Duration

Indefinite.

Description

This deft manipulation of the Lattice grants the caster the ability to perceive broadcast radio waves as if hearing them, extending across an impressive 10-mile radius. This effect is persistent, lasting indefinitely once established, and requires 2 points to cast.

Statistics

Radio (Hearing-Based, -20%; Receive Only, -50%; Sorcery, -15%) [2].

Archmagister's Counsel

Understanding what your enemies are jabbering about over the airwaves is paramount. This simple sorcery negates their technological advantage and informs you precisely where their forces are, and what their next move might be. Overhear their foolish chatter, and win the war before it even begins.

Source Spell

Radio Hearing

Source Spell Types

Individual Spell

Rain

46 points for level 1 + 41 points/additional level.

Rain, Wind, and Greater Weather

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

Self.

Duration

Indefinite.

Description

This manipulation of the Lattice allows you to summon or dismiss 3 inches of rain per level within a 0.1-mile radius centered on yourself, provided rain clouds are present. Each level also imposes or grants a +/-1 penalty/bonus to rolls affected by rain, relative to the natural conditions.

Statistics

Control Rain 1 (Natural Phenomenon, +100%; Sorcery, -15%) [19] + Control Rain +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [27]. Additional levels add Control Rain +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [41/level]. Note: As this is one advantage (Control Rain) with the Sorcery limitation, not two, it costs only 1 FP to use.

Archmagister's Counsel

Understanding this bit of Lattice-work means you can save an army from thirst or drown your enemy’s crops; ignore its potential at your peril, Lord.

Source Spell

Rain

Source Spell Types

Weather Spells

Rain of Acid

15.4 points for level 1 + 3.5 points/level*.

Rain, Wind, and Greater Weather, Acid

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This manipulation of the Lattice causes a 1d-1 Corrosion Attack per second, for 30 seconds, within a 2-yard radius area. Each additional level expands the area by 2 yards. Aiming is via Innate Attack (Gaze) at +4, with missed attempts scattering. The cost is 15.4 points for level 1, plus 3.5 points per additional level.

Statistics

Corrosion Attack 1d-1 (Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [15.4]. Further levels add Area Effect, +50% [+3.5].

Archmagister's Counsel

Why bother with besieging a castle when you can simply melt away its defenders? A few levels of this spell can clear a battlefield in short order, no matter how 'disciplined' their formation.

Source Spell

Rain of Acid

Source Spell Types

Even More Acid Spells

Rain of Glass

14 points (or more).

Crafting, Repair, and Reshaping, Metal & Glass, Rain, Wind, and Greater Weather

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This brutal manipulation of the Lattice causes a 2-yard area to be deluged with razor-sharp glass shards for 30 seconds, inflicting 1d cutting damage. Precision is key; aim using Innate Attack (Gaze) at +4. You can scale it up for broader devastation or more lethal shards, but the initial cost is 14 points.

Statistics

Cutting Attack 1d (Armor Divisor, (0.5), -30%; Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [14]. Improved versions add Area Effect (+50%/level) and/or improve to Cutting Attack 2d-1.

Archmagister's Counsel

A fine spell for denying a specific area to an enemy, perfect for routing a flanking maneuver or clearing a bottleneck. The Guild wizards will fuss about the 'unsightly' mess, but your lords will appreciate the clear advantage.

Source Spell

Rain of Glass

Source Spell Types

Glass Spells

Rain of Ice Daggers

9 points for level 1 + 2 points/level.

Ice, Snow, and Frost, Rain, Wind, and Greater Weather

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

An invocation that plucks the Lattice to conjure a sustained fall of razor-sharp ice daggers over a target area. The caster defines the center with an Innate Attack (Gaze) roll, receiving a +4 bonus; failure results in Scatter. Each level of effect beyond the first increases the radius of the affected area by 5 yards. The initial level inflicts 1d-2 Impaling damage per turn within a 5-yard radius, persisting for 30 seconds. Higher levels expand this radius.

Statistics

Impaling Attack 1d-2 (Area Effect, 5 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [9]. Further levels add Area Effect, +50% [+2].

Archmagister's Counsel

This is a fine tool for battlefield control, clearing massed infantry, or simply reminding a troublesome village that winter is coming, no matter their petty grievances. The Guild would call it 'unsubtle,' I call it effective.

Source Spell

Rain of Ice Daggers

Source Spell Types

Individual Spell

Rain of Nuts

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

Growth, Blessing, and Husbandry, Rain, Wind, and Greater Weather

Keywords

Area, Damage, Defense, Healing, Information, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This spell pelts a 2-yard radius with nuts, originating from nearby trees. It imposes a -3 penalty to all vision rolls within the affected area. Further levels increase the area of effect.

Statistics

Obscure Vision 3 (Environmental, Forests with nut trees, -60%; Link, +10%; Magical, -10%; Ranged, +50%; Selective Effect, +20%; Variable, Area, +5%) [7] + Affliction 1 (Will; Area Effect, 2 yards, +50%; Attribute Penalty, -1 to IQ and DX, +20%; Based on Will, +20%; Environmental, Forests with nut trees, -60%; Fixed Duration, +0%; Link, +10%; Persistent, +40%; Reduced Duration, 1/180, Only when the creature leaves the area, -35%; Selective Effect, +20%; Sorcery, -15%; Variable, Area, +5%) [16]. Further levels add Area Effect (+50%) to both advantages [+8].

Archmagister's Counsel

You can use this to break line of sight, flush out an ambush, or simply annoy a rival's hunting party. The Lattice doesn't care if it's a wizard's 'obscuring mist' or a sorcerer's 'nut barrage,' the effect is the same.

Source Spell

Rain of Nuts

Source Spell Types

Plant Spells

Rain of Plasma

14 points (or more).

Flame Assaults & Battlefire, Rain, Wind, and Greater Weather, Energy

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This Lattice manipulation calls down plasma bursts in an area, dealing 1d burning damage with an Armor Divisor (2). The area can be adjusted in 2-yard increments by further 'plucking' at the Lattice. The effect persists for 30 seconds. One must still aim the initial burst; use Innate Attack (Gaze) at +4, and yes, it scatters if you botch the aim. Some 'scholars' improve this to 2d-1 damage, but I find precise targeting more effective.

Statistics

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

Archmagister's Counsel

You can deny an enemy advance, or better yet, roast their supply lines with this. Tell me, Lord, is an army of ash still an army?

Source Spell

Rain of Plasma

Source Spell Types

Plasma Spells

Rain of Shards

9 points for level 1 + 2 points/level.

Breaking, Shattering, and Ruin, Rain, Wind, and Greater Weather

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This Lattice manipulation conjures a persistent, lethal downpour of sharp metal shards, centered on a 2-yard radius for every level, up to 100 yards away. It deals 1d-2 impaling damage, with an extra 2 yards of area per additional level from its base cost of 9 points. Aiming this is done with an Innate Attack (Gaze) roll at +4. Lasts 30 seconds, maintaining its destructive rain over the targeted zone.

Statistics

Impaling Attack 1d-2 (Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [9]. Further levels add Area Effect, +50% [+2].

Archmagister's Counsel

This is excellent for denying an enemy advances or forcing them from cover. A simple matter of plucking the right threads, and their numbers thin themselves out on your parade ground.

Source Spell

Rain of Shards

Source Spell Types

Individual Spell

Rain of Stones

9 points (or more).

Stone, Soil, and Sand, Rain, Wind, and Greater Weather

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This spell pelts a chosen area with stones, delivering 1d-1 crushing damage. You target a 2-yard radius with your Innate Attack (Gaze) skill at +4; missing results in scatter. The effect persists for 30 seconds. Enhanced versions increase the area and/or damage, reaching 2d-2.

Statistics

Crushing Attack 1d-1 (Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [9]. Improved versions add Area Effect (+50%/level) and/or improve to Crushing Attack 2d-2.

Archmagister's Counsel

A fine way to deny an area to foot soldiers or, with sufficient scale, to break a siege. The Guild might call it 'unsophisticated,' but stone is always in season.

Source Spell

Rain of Stones

Source Spell Types

Earth Spells

Rain of Thorns

7 points.

Wood, Vines, and Plant Forms, Rain, Wind, and Greater Weather

Keywords

Area, Cyclic, Damage, Defense, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This weaving of the Lattice causes a downpour of small, poisonous thorns within a 4-yard-radius area for 30 seconds. To center the area, use the Innate Attack (Gaze) skill at +4; a miss results in scatter. The thorns inflict 1d-3 piercing damage and 1d-1 toxic damage (HT-resistible, 3 cycles at 1-minute intervals, onset after 10 seconds). The cost for this manipulation is 7 points.

Statistics

Small Piercing Attack 1d-3 (Area Effect, 4 yards, +100%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [3] + Toxic Attack 1d-1 (Cyclic, 1-minute intervals, 3 cycles, Resistible, +60%; Follow-Up, Rain of Thorns, +0%; Onset, 10 seconds, -10%; Resistible, HT, -30%) [4].

Archmagister's Counsel

If you wish to stop an enemy advance, or simply deny an area to a foe, this 'rain' is effective. It matters little if it is the precise workings of the Guild or the raw power of the Sorcerer that plucks the threads; the result is a landscape of pain for your enemies.

Source Spell

Rain of Thorns

Source Spell Types

Individual Spell

Rainbow

18.5 points/ level.

Rain, Wind, and Greater Weather, Technological

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

Self.

Duration

Indefinite. Creates a rainbow. Caster must be outdoors in humid, overcast conditions during the day in order for this spell to work. However, the GM can allow the mage to use this spell in other places where there is sufficient light and humidity to allow a creditable rainbow to be formed, however the size of the rainbow will be greatly reduced. This spell’s area of effect has a radius of 0.1 miles per level.

Description

This Persistent Area spell, costing 18.5 points per level, creates a rainbow. The effect has a radius of 0.1 miles per level and is indefinite, requiring the caster to be outdoors in humid, overcast daytime conditions; though, lesser rainbows can be formed elsewhere with adequate light and humidity.

Statistics

Control Rainbow 1 (Natural Phenomenon, +100%; Sorcery, -15%) [18.5/level].

Archmagister's Counsel

While I appreciate a good rainbow as much as the next aesthetically-minded Arch-Magister, for the love of the Lattice, do not waste magical effort on this unless you are trying to make a statement to a particularly superstitious populace. They call it 'sorcery for show'; I call it 'distraction by light-bending'.

Source Spell

Rainbow

Source Spell Types

EM and Weather Spells

Raise Cone of Power

84 points for level 1 + 57 points/additional level.

Missiles, Jets, and Rays

Keywords

Control, Healing, Information, Persistent, Summoning, Utility

Casting Roll

None. Does not cost FP.

Range

Self.

Duration

Indefinite.

Description

This working creates an immaterial Energy Reserve with a capacity of 10 points per level. It can be shared but requires an IQ roll from the user to affect others. This reserve regenerates, though the speed of restoration is dependent on the number of assistants involved, ranging from a one-hour baseline to significantly faster with a retinue of 21.

Statistics

Energy Reserve 10 (Magical; Affects Others 1, +50%; Area Effect, 2 yards, +50%; Requires IQ Roll from the User, -10%) [57/level] + Regeneration (Regular; Accessibility, Only with 2 assistants, -10%; ER Only, -0%; Magical, -10%; Nuisance Effect, Energy is restored at the end of one hour regardless of the number of assistants, -5%; Reduced Time 1, Limited by Accessibility, Only with 6 assistants (-20%), +18%; Reduced Time 1, Limited by Accessibility, Only with 11 assistants (-25%), +15%; Reduced Time 1, Limited by Accessibility, Only with 21 assistants (-30%), +14%; Requires Concentrate, -15%) [27]. Note: This spell originally appeared in GURPS Thaumatology.

Archmagister's Counsel

Understanding how to generate and harness energy—regardless of how many 'assistants' a Sorcerer needs to placate the Lattice—is more valuable than any guild certification. A Lord must know this trick to ensure his mages can always deliver when the chips are down.

Source Spell

Raise Cone of Power

Source Spell Types

Assorted Spells

Rapid Journey

205 points.

Gate

Keywords

Travel, Utility

Casting Roll

IQ; Special casting time and FP cost.

Range

Self.

Duration

Instantaneous.

Description

This Lattice manipulation, costing 205 points to achieve, allows instantaneous teleportation. The caster designates a visible or clearly imagined location, teleports there, and later returns to the origin. This requires a Concentrate maneuver both ways. It is functionally a Warp: the initial trip includes Extra Carrying Capacity (Heavy) and Link, but requires Concentration (-15%). The return trip is similarly enhanced with Extra Carrying Capacity (Heavy) and Link, but is limited by Accessibility (Only to come back), has a Variable Delay (the length of time spent at the destination), and also requires Concentration. The Guild calls it 'Warp'; I call it efficient travel.

Statistics

Warp (Extra Carrying Capacity, Heavy, +30%; Link, +10%; Requires Concentrate, -15%; Sorcery, -15%) [110] + Warp (Accessibility, Only to come back, -30%; Delay, Variable, +10%; Extra Carrying Capacity, Heavy, +30%; Link, +10%; Magical, -10%; Requires Concentrate, -15%) [95].

Archmagister's Counsel

This 'rapid journey' is how your skirmishers scout deep into enemy territory, or how a valuable asset is extracted from a compromised location. Don't ask how; ask what it can do for your dominion.

Source Spell

Rapid Journey

Source Spell Types

Gate Spells

Rapid Time Journey

280 points.

Time, Gate

Keywords

Travel, Utility

Casting Roll

IQ. Special casting time (see Jumper (p. B64)).

Range

Self.

Duration

Instantaneous.

Description

This highly advanced manipulation of the Lattice allows the user to instantly traverse through time, similar to the Jumper advantage, carrying up to their Heavy Load. The user remains in the future or past for a brief period before being automatically returned to their original temporal point. The casting roll is IQ, and it uses a special casting time. Unlike lesser temporal shifts, this avoids auto-failure on a roll of 14+.

Statistics

Jumper (Time; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Link, +10%; Magical, ‑10%) [140] + Jumper (Time; Accessibility, Only to come back, -30%; Delay, Variable, +10%; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Link, +10%; Magical, ‑10%; Reduced Fatigue Cost 1, +20%) [140]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

Understanding why your enemies consistently outmaneuver you requires considering if they're not just moving faster, but <i>when</i> they're moving. A foe who can peek into the immediate future, or revisit a recent past blunder to correct it, is one who operates on a fundamentally different playing field.

Source Spell

Rapid Time Journey

Source Spell Types

Gate Spells

Ray of Enfeeblement

12 points.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice projects a black ray. If it strikes a subject and they fail a HT roll, they suffer a temporary reduction of 4 ST for 3 minutes. Innate Attack (Beam) is used to determine a successful hit. Effectively, this just makes them weaker, irrelevant of how they're weakened.

Statistics

Affliction 1 (HT; Attribute Penalty, ST-4, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Sorcery, ‑15%) [12].

Archmagister's Counsel

Against a foe who relies on strength, this spell reduces their combat effectiveness. It matters not if it is a Wizard's carefully constructed formula or a Sorcerer's gut feeling; the outcome is the same: a weakened opponent opens an opportunity you should be swift to exploit.

Source Spell

Ray of Enfeeblement

Source Spell Types

Individual Spell

Ray of Exhaustion

10 points/level.

Missiles, Jets, and Rays

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice projects a gray ray that, upon striking a target, instantly drains 1d fatigue per level of the spell. It's a direct attack on a being's stamina, regardless of their supposed 'resistance' to such things.

Statistics

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

Archmagister's Counsel

A direct hit from this ensures your opponent lacks the energy to swing a sword, much less cast their own fancy parlor tricks. It's less about killing and more about rendering them utterly useless on the battlefield, which, for a Lord, is often the more efficient outcome.

Source Spell

Ray of Exhaustion

Source Spell Types

Individual Spell

Ray of Frost

19 points/level.

Missiles, Jets, and Rays

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This spell projects a frigid white ray at a single target. It functions as an Innate Attack (Beam), inflicting damage and applying typical range penalties. A successful hit also imposes a -2 DX penalty and a numbing effect on the target. Be aware, this projection is dangerous to parry.

Statistics

Fatigue Attack (Freezing, +20%; Nuisance Effect, Dangerous to be parried, -5%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [19/level].

Archmagister's Counsel

A straightforward tool for disabling threats – the raw destructive power is useful, but the penalty to Dexterity and numbness can turn a dangerous foe into a fumbling idiot. Sometimes, simply taking away their ability to fight back is more effective than an outright kill.

Source Spell

Ray of Frost

Source Spell Types

Individual Spell

Razor Grass

6/9/11/13/16/18/21 points for levels 1-7.

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This manipulation of the Lattice transforms a 2-yard radius of grass into razor-sharp blades. Any creature moving through this area suffers 1d-1 cutting damage per second for the spell's 10-second duration. To place the effect at range, an Innate Attack (Gaze) roll is required, subject to range penalties, but gaining a +4 bonus for targeting an area.

Statistics

Cutting Attack 1d-1 (Accessibility, Only against moving creatures, -10%; Area Effect, 2 yards, +50%; Environmental, Grass, -40%; Fixed Duration, +0%; No Knockback, -10%; Nuisance Effect, Capped, -5%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [6]. Further levels add Area Effect (+50%).

Archmagister's Counsel

Against light-armored forces or fleeing dissidents, this spell turns a grassy field into a meat grinder; a cheap, effective deterrent for those who think a pleasant stroll is an unearned right.

Source Spell

Razor Grass

Source Spell Types

Individual Spell

Razor Leaves

2 points.

Wood, Vines, and Plant Forms

Keywords

Control, Damage, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

20 yards.

Duration

Instantaneous.

Description

This spell compels local plant matter to form a volley of razor-sharp leaves, inflicting 1d cutting damage upon a target up to 20 yards away. It does not deliver blunt trauma or knockback, and while it may be blocked, parrying is ineffective, proving its rather niche application.

Statistics

Cutting Attack 1d (Armor Divisor, (0.5), -30%; Blockable, -5%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, x1/5, -20%; Requires Material Component, -10%; Sorcery, -15%) [2].

Archmagister's Counsel

These razor leaves, while dramatic, are best used to harass the unarmored and undisciplined. Do not expect victory against a prepared foe, but rather, an annoyance to mask more potent Lattice-work.

Source Spell

Razor Leaves

Source Spell Types

Plant Spells

Reading in Sleep

39 points.

Readings & Analysis

Keywords

Control, Damage, Information, Melee, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

One period of sleep. Cast on a particular book, scroll, or other written work the caster is touching before he goes to sleep, this creates a dream analog of the work, which he may continue to read as he sleeps and dreams. This can allow the caster to count sleep time as study time.

Description

This Lattice manipulation allows the caster to project a touched written work into their dreams, effectively performing study while asleep. It costs 39 points and requires an IQ roll to cast. The range is touch, and it lasts for one sleep period.

Statistics

Mind Reading (Accessibility, Only on books, -50%; Accessibility, Only when going to sleep, -30%; Extended Duration, 1,000x, +120%; Independent, +40%; Maximum Duration, One night, -5%; Melee Attack, Reach C, -30%; Sorcery, -15%) [39].

Archmagister's Counsel

A Lord’s chronicler, scribe, or even the monarch themselves, can use this to devour countless tomes of strategy and history. A truly efficient use of time, regardless of whether it's 'proper' learning or merely clever Lattice-work.

Source Spell

Bedtime Reading

Source Spell Types

Book Spells

Reaper’s Embrace

43 points.

Death Curses & Withering

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

Upon casting this 43-point Sorcery, the subject radiates a black aura for three minutes. Any creature in physical contact with the subject is aged by one year per touch. No resistance roll applies, as the Lattice itself ensures these effects are delivered. The Guild calls it 'Black Magic'; I call it a decisive answer to those who get too close.

Statistics

Affliction 1 (HT; Advantage, Reaper’s Embrace, +310%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [43]. Note: “Reaper’s Embrace” is Ageing Attack 1 (Aura, +80%; Cosmic, Irresistible Attack, +300%; Magical, -10%; Melee Attack, Reach C, -30%) [31].

Archmagister's Counsel

Understanding this Lattice-work means knowing that a single touch can deter a dozen unruly low-borns. Use it to protect your dignitaries, or better yet, to clear a path through a troublesome crowd without staining a single blade with blood.

Source Spell

Reaper’s Embrace

Source Spell Types

Ageing Spells

Rear Vision

39 points.

Senses & Perception, Emotion & Morale

Keywords

Buff, Control, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This Lattice manipulation grants the subject 360° vision, effectively making them panoptic for 3 minutes. It costs 39 points and requires an Innate Attack (Gaze) roll to aim; it has a range of 100 yards and leaves no magical signature. They won't sprout extra eyes, but they'll see everything around them as if they did.

Statistics

Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Rear Vision, +280%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [39]. Note: “Rear Vision” is 360° Vision (Magical, -10%; Panoptic 1, +20%) [28].

Archmagister's Counsel

Equip your scouts and sentinels with this, my Lord. It costs less than a decent set of mirrors and means fewer surprises for your flanks. The Guild wastes time on incantations; a true master simply ensures the target *sees*.

Source Spell

Rear Vision

Source Spell Types

Mind Control Spells

Rebuild

57 points for level 1 + 36 points/level.

Technological

Keywords

Control, Persistent, Touch, Utility

Casting Roll

IQ. Additional skill rolls are required.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This working reconstructs an object completely from even a fragment, provided a successful Schematic spell on the subject is held in mind. It costs 57 points for the first level and 36 points per additional level, cast with IQ, though further skill rolls are required. Duration is 10 seconds, but can be made permanent under specific conditions. It taps into Control Solids 1 (with specific limitations and magic access) and Create Solids (with similar limitations, magic access, and reduced fatigue).

Statistics

Control Solids 1 (Accessibility, Only to rebuild an object from a piece, -30%; Link, +10%; Magical, -10%) [21] + Create Solids (Accessibility, Only to rebuild an object from a piece, -30%; Link, +10%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [36/level].

Archmagister's Counsel

Why bother with blacksmiths or elaborate workshops when a competent sorcerer can simply reconstitute a siege engine from a single bolt? Efficiency over antiquated methods, always.

Source Spell

Rebuild

Source Spell Types

Machine Spells

Rebuke of the Chosen Ethic

45 points for level 1 + 7.5 points/additional level*.

Battlefield Zones & Fields

Keywords

Area, Control, Damage, Defense, Leveled, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous. Creatures who flee will remain affected for 90 minutes. Every creature of an ethical category chosen when the spell is learned (chaos, evil, good, etc.) in the area takes 1d of crushing damage. Their DR does not protect! In addition, every victim must immediately roll against Will+DR; this is an unopposed roll, not a Quick Contest. If that roll fails, that victim immediately flees from the caster and will not approach him again for the next 90 minutes.

Description

This spell, tailored to a specific ethical category at its inception, inflicts 1d crushing damage upon all within a designated area, bypassing their natural protections. Moreover, each affected individual must immediately succeed on a Will+DR roll or flee the caster's presence for 90 minutes, refusing to approach during that time. The flight effect persists even if they leave the area of effect.

Statistics

Affliction 1 (Will; Accessibility, Ethical Category, -50%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Dread, +30%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Link, +10%; No Signature, +20%; Sorcery, -15%; Variable, Area, +5%) [23] + Crushing Attack 1d (Accessibility, Ethical Category, -50%; Area Effect, 2 yards, +50%; Cosmic, Irresistible attack, +300%; Link, +10%; Magical, -10%; No Signature, +20%; Variable, Area, +5%) [22]. Additional levels add Area Effect (+50%) to Affliction [+5*] and Crushing Attack [+2.5*]. * Calculate the total cost and then round down (because the total cost before rounding is 44.25). Level 2 costs 52 points, level 3 costs 60 points, level 4 costs 67 points, level 5 costs 75 points, and so on.

Archmagister's Counsel

Choose your target ethic wisely, my lord. To banish an entire category of foes from the field, broken and helpless, grants tactical supremacy few 'civilized' spellcasters could ever hope to achieve through their ritualistic theatrics.

Source Spell

Rebuke (Ethical Category)

Source Spell Types

Dungeon Fantasy Spells

Recall

21 points.

Thoughts & Memory, Memory, Thought, and Will, Time

Keywords

Buff, Control, Healing, Information, No-Signature, Travel

Casting Roll

IQ. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows the user to restore a single, lost memory to a subject, provided the initial IQ roll for the spell is successful. The subject will recall the fact or event with perfect clarity, as if they possessed Photographic Memory. This isn't mind control; it's simply turning the lights back on in a dusty corner of their mind.

Statistics

Affliction 1 (HT; Advantage, Recall, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Requires IQ Roll, -10%; Sorcery, -15%; Time-Spanning, Past, +50%) [21]. Note: “Recall” is Photographic Memory (Magical, -10%) [9]. When used as a Mind Control spell, add Accessibility, Only on sapient beings, -10% to Affliction. This makes the spell cost 20 points.

Archmagister's Counsel

Understanding what was truly heard or seen is invaluable. Use this on a witness to an assassination, or on a spy retrieving a forgotten detail, and you'll find it far more useful than any lie detector you might devise.

Source Spell

Recall

Source Spell Types

Memory Spells

Reckless Reconstitution

63 points.

Technological

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous. Causes tiny bits of inorganic matter in or on a living, organic body to grow into whatever they chipped off of. Accidentally ingested grains of sand, specks of grit in the eye, and inhaled dust particles become boulders; arrow or bullet fragments in forgotten wounds turn into intact projectiles; and so on. If the subject fails to resist, such growth occurs instantly, resulting in some 200 lbs. of inclusions, instantly killing the subject. Only victims who are somehow Diffuse despite being living and organic are immune. Clothing and armor are ruined by this bursting effect, and the corpse is left with chunks of garbage wedged in it. Assume that every living being carries around enough stray dirt to be affected, with the exception of those subjected to a full-body Cleansing spell in the past hour.

Description

This brutal manipulation causes any inorganic particulate matter—such as dust, sand, or weapon fragments—present within or upon a living, organic body to instantly expand to its original, full size. If the subject fails a Will roll to resist, this creates approximately 200 lbs. of inclusions, resulting in instantaneous death. Clothing and armor are destroyed, and the remains are embedded with the expanded matter. Only Diffuse living organisms are immune. Assume all living beings carry sufficient particulate matter unless a comprehensive Cleansing spell has been applied within the last hour.

Statistics

Affliction 1 (HT; Accessibility, Only on living, organic, non-diffuse beings, -20%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Subject can be made immune with Cleansing, -5%; Sorcery, -15%) [63].

Archmagister's Counsel

Why bother with a protracted siege when a well-placed Sorcerer can literally explode your enemies from within? A swift, decisive ending to any battlefield nuisance, regardless of their armor or their piety.

Source Spell

Reckless Reconstitution

Source Spell Types

Technological Spells

Recoil Compensation

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

Technological

Keywords

Buff, Damage, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working stabilizes a weapon's projectiles in flight, reducing its Recoil characteristic by the spell's level. The effect lasts three minutes and costs 36 points for the first level, plus an additional 40 points for each subsequent level. No casting roll, merely aim. Range: 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Recoil Compensation, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Recoil Compensation” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. This spell is based on the Stabilized Shot imbuement skill from Pyramid #3-60.

Archmagister's Counsel

Arm your archers with this, and watch them deliver a volley with surgical precision. It matters little whether it's through wizardly calculation or sorcerous intuition; only the outcome matters on the battlefield.

Source Spell

Recoil Compensation

Source Spell Types

Gunman Spells

Reconstruct Spell

7 points.

Readings & Analysis

Keywords

Information

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Identifies the spells cast on the subject or by the subject at a specific point in the past selected by the caster; enchanted items do not count. The GM will secretly roll against the caster’s IQ minus time penalties and range penalties (p. B550) to the subject, which the caster must be able to see or touch. For the time penalties use Long-Distance Modifiers (p. B241) and substitute “days” for “miles.” If the sorcerer is familiar with the spells in question, this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer. For example, “some kind of a protection spell”.

Description

This Lattice manipulation identifies spells previously cast on or by a subject at a specific past moment. It costs 7 points and targets a subject you can see or touch. The GM makes a secret roll against your IQ, modified by time and range penalties (treating days as miles for time). Success reveals known spells; otherwise, the margin indicates the amount of information you glean.

Statistics

Detect (Magic; Analysis Only, -50%; Sorcery, -15%; Time-Spanning, Past, +50%; Touch- or Vision-Based, -15%) [7].

Archmagister's Counsel

Understanding what magic has been used, and when, is paramount. A clever tactician knows to check for residual enchantments before marching troops into a 'safe' territory; this allows you to determine if that safe territory was recently 'blessed' by a hostile Wizard.

Source Spell

Reconstruct Spell

Source Spell Types

Individual Spell

Recover Energy

45 points.

Healing, Energy

Keywords

Healing, Persistent, Utility

Casting Roll

None. Does not cost FP.

Range

Self.

Duration

Indefinite.

Description

This indefinite magical effect allows the caster to recover 1 FP per minute. It demands no casting roll, costs no FP to activate, and requires no maintenance, making it a persistent and self-sustaining energy source.

Statistics

Regeneration (Fast; Fatigue Only, -0%; Magical, -10%) [45].

Archmagister's Counsel

Your royal students will find this far more useful than waiting for a wizard to share their carefully hoarded mana. There's power in tireless work, my Lord, and the Lattice provides it to those who simply ask.

Source Spell

Recover Energy

Source Spell Types

Healing Spells

Redirect Gravity

375 points.

Gravity

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

10 seconds.

Description

This working redirects gravity within a 100-yard area, causing creatures and objects to fall in a new, chosen direction. The effect is persistent for 10 seconds. Refer to the 'Different Gravity' principles for specifics on altering gravitational vectors. Note: This particular manipulation of the Lattice cannot be sustained through concentration, nor does its power increase the affected area. It is focused solely on redirection.

Statistics

Control Gravity 5 (Accessibility, Only to redirect gravity, -30%; Cannot concentrate to extend duration, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [75] + Control Gravity 20 (Accessibility, Only to redirect gravity, -30%; Cannot concentrate to extend duration, -10%; Does not increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [300].

Archmagister's Counsel

Understanding how to shift the very ground beneath your enemy's feet is far more valuable than simply making them lighter. A collapsing wall becomes a strategic weapon when you can aim it.

Source Spell

Redirect Gravity

Source Spell Types

Individual Spell

Redline

27 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This particular plucking of The Lattice doubles a vehicle's cruising speed for a full day without impacting its structural integrity or fuel consumption. It will not, however, make the contraption faster in a brawl; it's for getting places, not escaping a drag race.

Statistics

Affliction 1 (HT; Accessibility, Only on vehicles, -30%; Advantage, Redline, +60%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [27]. Note: “Redline” is Enhanced Move 1 (Only to determine overland movement, -50%; Magical, -10%; Nuisance Effect, Breakage, -10%) [6].

Archmagister's Counsel

A smart lord knows that moving goods and armies faster changes everything. This isn't about flashy fireworks, it's about logistics, and logistics win wars.

Source Spell

Redline

Source Spell Types

Individual Spell

Reduce Animal

32 points for level 1 + 9 points/level.

Alteration, Growth, and Other Transmutations, Animal Command & Repelling

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This manipulation of the Lattice shrinks an animal, reducing its Size Modifier by -2 per level on a failed Will roll. It's an Affliction that lasts for three minutes, much to the animal's (and perhaps its master's) chagrin. Cost is 32 points for the first level, then 9 more for each subsequent level.

Statistics

Affliction 1 (HT; Accessibility, Animals Only, -25%; Advantage, Reduce Animal, +90%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [32]. Notes: “Reduce Animal” is Shrinking 2 (Magical, -10%; Minimum Size Only, +0%) [9]. Each additional level adds further Reduce Animal to the Advantage enhancement [+9].

Archmagister's Counsel

A shrunken warhorse is hardly a threat, is it? Use this to turn a charging beast into a mere nuisance, or to allow your scouts to easily slip small creatures into enemy strongholds. The Guild calls it 'cruel,' I call it 'effective logistics'.

Source Spell

Reduce Animal

Source Spell Types

Animal Spells

Reduce Gravity

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

Alteration, Growth, and Other Transmutations, Gravity

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

10 seconds.

Description

This is a direct manipulation of the Lattice's gravitational constant within a specified area. For every 9 points invested past the initial 45, the controlled area's radius is doubled. The effect lasts 10 seconds, and it is persistent; concentration is not required to maintain it, only to apply it. See the 'Different Gravity' chapter for the specific effects of reduced gravity on those within the area.

Statistics

Control Gravity 5 (Accessibility, Only to reduce gravity, -60%; Cannot concentrate to extend duration, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [45] + Control Gravity 1 (Accessibility, Only to reduce gravity, -60%; Cannot concentrate to extend duration, -10%; Does not increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [9/level].

Archmagister's Counsel

A clever lord uses this not for levitation, but for strategic disruption. Imagine a cavalry charge suddenly finding their mounts barely able to gain purchase, or an enemy siege engine becoming a useless, floating hulk. It’s not about flight; it’s about making the enemy's world unstable.

Source Spell

Reduce Gravity

Source Spell Types

Individual Spell

Reflect

73 points or fewer.

Arcane Utilities & Implements

Keywords

Control, Damage, Defense, Information, Utility

Casting Roll

IQ/2 + 3

Range

Self.

Duration

Instantaneous.

Description

When active, this lattice manipulation allows the Sorcerer to use it as an Active Defense against direct spells targeting them or their gear. This notably does not protect against projectile spells. Its true cost varies based on the Sorcerer's innate magical limitations; a broader scope of power means a higher cost, up to 73 points for an unlimited ability.

Statistics

Static (Magic; Accessibility, Only spells the caster could cast, -5%; Active Defense, -40%; Reflection, +100%; Sorcery, -15%; Switchable, +100%) [72] + Rules Exemption (Magical abilities can coexist with anti-magical Static) [1]. Notes: Active Defense being IQ-based is a special feature. The Reflection enhancement is borrowed from Damage Resistance. The limitation value of Accessibility, Only spells the caster could cast is equal to -5% if the caster’s Sorcerous Empowerment is not limited in scope. If their Sorcerous Empowerment has the Limited Colleges or Limited Scope limitation, increase the value by the same number. Thus, this spell costs 70 points if the caster is limited to four colleges or the equivalent, 67 points if they are limited to three colleges, 64 points if they are limited to two colleges, and 61 points if they are limited to a single college.

Archmagister's Counsel

This spell is the essence of magical parrying; a quick flick of the Lattice to send an incoming spell back to its sender. A potent tool for protecting your assets, or for demonstrating to unfortunate Apprentices the folly of attacking their betters. It's an IQ-based defense, mind you, which means training counts for more than mere reflexes in this instance.

Source Spell

Reflect

Source Spell Types

Meta Spells

Reflect Lightning

61 points for level 1 + 49 points/additional level.

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

Keywords

Buff, Control, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This Lattice manipulation creates a ward that redirects electrical attacks back to their source. The spell reflects attacks with a basic damage of less than \((Reflect\ Lightning\ level) \times 2\) dice. Flat damage values should be converted to dice for this calculation. The effect lasts for three minutes.

Statistics

Affliction 1 (HT; Advantage, Reflect Lightning 1, +490%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [61]. Additional levels add further Reverse Reflect Lightning to the Advantage enhancement (+490%) [+49]. Notes: Each level of “Reflect Lightning” is Damage Resistance 7 (All-or-Nothing, -10%; Force Field, +20%; Limited, Ranged Electrical Attacks, -60%; Magical, -10%; Reflection, +100%) [49] with each DR 7 converted into 2d per p. B269. The ruling on Affliction and Binding is from p. 168 of GURPS Powers.

Archmagister's Counsel

Equip your elite guard with this protection, and watch as your enemies' own lightning turns upon them. The Lattice truly doesn't care whose hand \(or arcane formula\) guides the current.

Source Spell

Reflect Lightning

Source Spell Types

Individual Spell

Reflexes

26 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

For a duration of three minutes, the subject experiences a heightened state of awareness, effectively gaining the Combat Reflexes advantage. This effect manifests without a discernible magical signature.

Statistics

Affliction 1 (HT; Advantage, Reflexes, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [26]. Note: “Reflexes” is Combat Reflexes (Magical, -10%) [14].

Archmagister's Counsel

This Lattice-work is a staple for a reason: give your champion the edge in a duel, or ensure your envoy reacts before the assassin can fully draw steel. Precision, not parlor tricks, wins here.

Source Spell

Reflexes

Source Spell Types

Individual Spell

Regeneration

57 points.

Healing

Keywords

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

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Permanent until the lost limb or organ is restored. Your touch infuses the subject with restorative energies, allowing him to regrow lost limbs and organs! A lost ear, finger, toe, claw, tentacle tip, etc. regrows in 1d weeks; a lost hand or foot in 1d+1 months; and a lost eye, arm, or leg in 2d+2 months. If you also have the Regeneration advantage, this spell works much faster: all lost body parts regrow in the time it takes you to heal to full HP. This spell must be cast separately for each missing limb or organ.

Description

Your touch, delivered via a successful DX or unarmed attack, infuses a living subject with restorative energies, prompting the regrowth of a lost limb or organ. A lost ear, finger, toe, or similar appendage regrows in 1d weeks; a hand or foot in 1d+1 months; an eye, arm, or leg in 2d+2 months. This effect is permanent until the restoration is complete, and a separate casting is required for each missing part. Should the caster possess the Regeneration advantage, all body parts regrow at their natural healing rate, accelerating the process significantly.

Statistics

Affliction 1 (HT; Accessibility, One organ at a time, -5%; Accessibility, Only on living creatures, -10%; Advantage, Regeneration, +360%; Extended Duration, Permanent, Until regrown, +150%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, -15%) [57]. Note: “Regeneration” is Regrowth (Magical, -10%) [36].

Archmagister's Counsel

While I appreciate a good patch-up, this is less for battlefield utility and more for restoring a champion to their former glory, ensuring they can wield that ancestral sword with both hands once more. A missing limb is a strategic weakness; this spell erases it with remarkable efficiency.

Source Spell

Regeneration

Source Spell Types

Individual Spell

Reincarnate

244 points or more.

Healing

Keywords

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

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

1 minute.

Description

This spell allows the return of a deceased creature whose body is not irrevocably annihilated (i.e., less than -10x HP damage). The subject is returned to life in a different, random body. Activation requires a touch to the corpse and targets HT, lasting for one minute. The base cost is 244 points, increasing if the new form is significantly more powerful than the original.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Reincarnate, +2,400%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [244]. Notes: “Reincarnate” is Regeneration (Very Fast; Cosmic, Works on the dead, +50%) [150] + Unkillable 1 (Cosmic, Works on the dead, +50%) [75] + Alternate Form (Random template) [15 or more]. This version of Cosmic means it only works on the dead – not injured living creatures – and gives one try, ever. This spell costs 245 points for a racial template worth no more than the subject’s native racial template. A more powerful form costs 245 points plus 90% of the difference in cost between the subject’s native template and that of the potential new random form.

Archmagister's Counsel

Bringing back a vital advisor or general, even in a different form, can turn the tide of a war. Do not squander such a dramatic return on a stable boy. The Lattice is not a toy.

Source Spell

Reincarnate

Source Spell Types

Healing Spells

Reinforce

1 or 19 points.

Force

Keywords

Buff, Control, No-Signature, Persistent, Utility

Casting Roll

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

Range

Self or 100 yards.

Duration

Indefinite or 90 minutes. Subject’s personal possession – everything they are holding or wearing – use the higher of HT and the subject’s HT when resisting such effects as Disintegrate, Explode, Rive, Ruin, Shatter, or Weaken, and add the caster’s Sorcery Talent as a bonus. The basic (1-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. The improved (19-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.

Description

This spell, depending on its execution, will either indefinitely reinforce the caster's gear or, with a more substantial investment, grant a 90-minute protective boost to a chosen subject's entire ensemble. The targeted gear – everything they wear or carry – uses the higher of the subject's normal HT or their new, reinforced HT when resisting destructive forces such as Disintegrate, Explode, or similar attacks. Furthermore, the caster's Sorcery Talent is added as a direct bonus to this resistance.

Statistics

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

Archmagister's Counsel

Ensure your shock troops are warded against the enemy's destructive petty magic; a reinforced shield and armored hide can take a beating, saving the gold you'd spend on replacements, or more importantly, the lives of your best men.

Source Spell

Reinforce

Source Spell Types

Individual Spell

Reinforced Armor

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

Armor & Battle Shells, Force

Keywords

Buff, Control, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This application of the Lattice hardens armor, making it impervious to all but the most dedicated attacks. Armor treated this way gains the Hardened enhancement, effectively shrugging off armor divisors. Each level of this particular manipulation mitigates a cumulative -2 penalty from armor divisors. The cost is 36 points for the first level, with an additional 16 points for each subsequent level. It endures for three minutes.

Statistics

Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Reinforced Armor, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Reinforced Armor” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -2 in penalties [+16]. This spell is based on the Reinforce Armor imbuement skill from Pyramid #3-4.

Archmagister's Counsel

Armor is still just armor, but a hardened piece can mean the difference between a minor wound and a killing blow. Use this on your shock troops; it’s far cheaper than new recruits.

Source Spell

Reinforced Armor

Source Spell Types

Individual Spell

Reinforced Weapon

32 points or 72 points.

Weapons & Battlework, Force

Keywords

Buff, Control, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working reinforces the structural integrity of a weapon or the very bones of an unarmored fighter. It grants a 22-point advantage, costing 32 points on its own, or 72 for an improved version that circumvents a common penalty. This effect lasts three minutes and has a range of 100 yards, requiring no casting roll but an Innate Attack (Gaze) to aim. For unarmed combatants, this mitigates the unpleasantries of hurting oneself or parrying without proper protection.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Reinforced Weapon, +220%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Notes: “Reinforced Weapon” is 22 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). The improved version buys off a -5 penalty [+40]. This spell is based on the Reinforce Weapon imbuement skill from Pyramid #3-13.

Archmagister's Counsel

Ensure your shock troops are always reinforced before a breach. A weapon that doesn't shatter, or a fist that doesn't break, is often the difference between a successful advance and a costly retreat. This specific 'plucking of the Lattice' renders the weapon essentially impervious, which is far more efficient than smithing a new sword every other skirmish.

Source Spell

Reinforced Weapon

Source Spell Types

Individual Spell

Rejoin

14 points.

Breaking, Shattering, and Ruin

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

1 hour. By making physical contact with an object, you may temporarily restore it 1d HP. Healed HP disappear when the spell ends. If used more than once per day on a given object, you are at a cumulative -3 per successful restoration. Failure costs you 1d FP instead of the usual 1 FP!

Description

This temporary Lattice manipulation restores 1d HP to an object by touch. The restored HP vanishes after one hour. Repeated uses on the same object in a single day incur a cumulative -3 penalty per success, and a failed attempt costs 1d FP instead of the usual 1 FP.

Statistics

Healing (Accessibility, Only objects, -10%; Capped, 2 FP, -25%; Injuries Only, -20%; Magical, -10%; Maximum Duration, 1 hour, -10%; Reduced Fatigue Cost 1, +20%) [14]. Note: The 4 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

Don't bother with these temporary repairs unless you're trying to hide evidence or gain a momentary tactical advantage; a true master repairs the Lattice, not merely masks its wounds. A King needs durable solutions, not a temporary reprieve.

Source Spell

Rejoin

Source Spell Types

Making & Breaking Spells

Rejuvenate Plant

25 points/level.

Growth, Blessing, and Husbandry

Keywords

Control, Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Indefinite. Causes a dead, dying, or old plant to undergo a sudden burst of life. Tables (or longbows!) sprout leaves, an aging fruit tree bears fruit once more, etc. Whether the plant can sustain this new vitality depends on its immediate surroundings. A rejuvenated chair would die slowly unless its legs could grow roots into nourishing soil, for example. You can affect a plant weighing up to 10 x (level squared) lbs.

Description

This manipulation of the Lattice instigates a sudden surge of vitality in a dead, dying, or aged plant upon touch. The effect manifests as new growth or renewed fruit-bearing, lasting indefinitely. The plant's ability to sustain this life depends on its environment. You can affect a plant weighing up to 10 × (level)² lbs.

Statistics

Control Wood (Accessibility, Only to rejuvenate plants, -80%; Reduced Fatigue Cost 1, +20%; Sorcery, -15%; Vital Manipulation, +100%) [25/level].

Archmagister's Counsel

Why bother with farming when one can simply command nature to deliver abundance? A well-placed Sorcerer ensures your granaries are always full, turning barren land into a fruitful asset for the realm.

Source Spell

Rejuvenate Plant

Source Spell Types

Plant Spells

Relieve Addiction

10 points.

Commands & Compulsion

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

IQ. Use IQ (again) or Brainwashing to remove disadvantages.

Range

Unlimited.

Duration

Three days.

Description

This manipulation of the Lattice suppresses all of a subject's addictions for three days. If the subject is cooperative, no resistance is needed; otherwise, an IQ roll, modified by the subject's Will, determines success. Should you wish to utterly remove the unfortunate habit, another IQ roll, or perhaps a Brainwashing attempt, will be required.

Statistics

Mind Control (Accessibility, Only to remove addictions, -20%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery, -15%) [10].

Archmagister's Counsel

This spell is invaluable for extracting critical information or ensuring peak performance from compromised agents. A cleaned-up asset is far more useful than a withdrawal-racked one, regardless of how you achieved that state.

Source Spell

Relieve Addiction

Source Spell Types

Individual Spell

Relieve Paralysis

21 points.

Safeguards & Reliefs

Keywords

Buff, Control, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This 'Lattice-work' grants immunity to all forms of paralysis for three minutes. Existing paralysis is suppressed, meaning the duration of the original affliction still counts down, even while the subject is unimpeded. The cost is 21 points, with a range of 100 yards, no casting roll, and aimed as an Innate Attack (Gaze).

Statistics

Affliction 1 (HT; Advantage, Relieve Paralysis, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Relieve Paralysis” is Immunity to Paralysis (Magical, -10%) [9].

Archmagister's Counsel

A paralyzed commander is a useless one. Use this to ensure your key personnel remain mobile, regardless of what 'magic' the enemy thinks they're using to bind them.

Source Spell

Relieve Paralysis

Source Spell Types

Individual Spell

Relieve Sickness

21 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice grants complete immunity to sickness for 3 minutes. Existing ailments are suppressed—their symptoms vanish, but the affliction's duration continues to pass. Aiming requires an Innate Attack (Gaze) roll, effective up to 100 yards. The cost is 21 points.

Statistics

Affliction 1 (HT; Advantage, Relieve Sickness, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Relieve Sickness” is Immunity to Sickness (Magical, -10%) [9].

Archmagister's Counsel

Understanding how the Lattice can suppress afflictions is critical. A healthy army, even one secretly battling the plague, is an army that can still fight. Remember this when you are told magic is only for parlor tricks.

Source Spell

Relieve Sickness

Source Spell Types

Individual Spell

Remember Path

21 points.

Thoughts & Memory, Possession & Identity

Keywords

Buff, Control, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice imprints a sense of absolute north and enables the subject to perfectly retrace any path taken while the spell is active. It lasts 30 minutes and costs 21 points to afflict.

Statistics

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

Archmagister's Counsel

Navigation, my lords, is trivial when the Lattice itself guides your steps. This ensures your scouts never truly get lost, whether they are pursuing an enemy or seeking a hidden route for your armies.

Source Spell

Remember Path

Source Spell Types

Memory Spells

Remote Start

2 points.

Sorcerous Services & Rites

Keywords

Utility

Casting Roll

None.

Range

10 yards.

Duration

Instantaneous. Causes subject machine to switch on or off, if this requires nothing more complicated than pushing, pulling, or turning a control. Any key must be in place, and the caster must know how to operate the device and make any skill roll required for startup or shutdown.

Description

This two-point Lattice manipulation instantly powers mechanical devices on or off. The control must be a simple push, pull, or turn; any necessary keys must be in place. The caster requires knowledge of the device's operation and must succeed on any relevant skill rolls for activation or shutdown. The range is 10 yards, and the effect is instantaneous.

Statistics

Telekinesis 2 (One Task, Starting or turning off machinery, -80%; Sorcery, -15%) [2].

Archmagister's Counsel

Have your 'gifted' agents utilize this to start siege engines or disable enemy war machines from a safe distance. The Guild insists on touching physical buttons; we prefer efficiency.

Source Spell

Remote Start

Source Spell Types

Least Spells

Remove Aura

48 points.

Time

Keywords

Aura, Buff, Damage, Information, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous, see below.

Description

This working completely strips a subject of their magical emanations and mystical associations. The effect is instantaneous upon impact, though its permanence is limited by the present timeline.

Statistics

Affliction 1 (HT; Advantage, Remove Aura, +90%; Cosmic, Allows Time-Spanning on an attack, +50%; Disadvantage, Total Amnesia, Variant, +25%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; Long-Range 1 on Time-Spanning, +50%; No Signature, +20%; Nuisance Effect, Duration is limited by the present time, -5%; Sorcery, -15%; Time-Spanning, Past Only, -0%) [48]. Note: “Remove Aura” is Zeroed (Only affects auras and mystical association, -0%; Magical, -10%) [9].

Archmagister's Counsel

Understanding this Lattice-work is crucial: your enemies can erase their magical identities from the past, making them virtually untrackable. Learn to shield your valuable assets, my Lord.

Source Spell

Remove Aura

Source Spell Types

Individual Spell

Remove Contagion

30 points/level.

Bursts, Barrages, and Bombardment

Keywords

Area, Control, Leveled

Casting Roll

IQ.

Range

100 yards.

Duration

Instantaneous. Within a radius equal to your level in this spell, all contagious disease-causing agents – microbes, disease spirits, foul air, etc. are destroyed, rendering the area sterile and free from infection. It will not cure or relieve disease in living creatures; it serves only to cleanse and purify objects and surfaces.

Description

This Lattice-work instantly cleanses a radius equal to your spell level, destroying all disease-causing agents. Microbes, spirits, putrid air – all gone. It leaves the area sterile, but it will not cure anyone already sick; it merely purifies the environment.

Statistics

Create Contagion (Destruction Only, +0%; Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 1, +20%) [30/level].

Archmagister's Counsel

You cannot wage war when your own troops are falling to plague. A strategic use of this sorcery can make a captured city defensible again, or quarantine a vital stronghold. The Guild’s 'clerics' dabble in this, but this is direct, focused destruction. The method doesn't matter as much as the outcome for the war effort.

Source Spell

Remove Contagion

Source Spell Types

Individual Spell

Remove Enchantment

260 points.

Enchantment

Keywords

Debuff, Defense, Malediction, Persistent, Resisted-Variable

Casting Roll

Will.

Range

Unlimited.

Duration

Truly Permanent.

Description

This manipulation of the Lattice allows the user to permanently neutralize a single enchantment from an item, provided the specific enchantment is identified. Costing 260 points, it functions at unlimited range and requires a Will roll to succeed.

Statistics

Neutralize (Magic; Accessibility, Must target an enchanted item, -20%; Accessibility, One spell at a time, -5%; Cosmic, Removes Enchantments, +100%; Extended Duration, Truly Permanent, +300%; Fixed Duration, +0%; Precise, +20%; Ranged, +40%; Sorcery, -15%) [260].

Archmagister's Counsel

Understanding this spell is crucial for any Lord. It means a rival's charmed blade or protected artifact can be rendered utterly mundane. Identify the enchantment, and it ceases to be a threat.

Source Spell

Remove Enchantment

Source Spell Types

Individual Spell

Remove Fetus

14 points.

Body Forms, Limbs, and Alteration, Technological

Keywords

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

Casting Roll

Will. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

Instantaneous.

Description

This brutal manipulation allows the caster to reach into a pregnant subject and detach the fetus. If the fetus is viable, this is a swift, albeit violent, Cesarean. If not, it is a forced miscarriage. The target resists with HT. This is an Affliction (HT) costing 14 points, delivered via touch as a Melee Attack.

Statistics

Affliction 1 (HT; Advantage, Reabsorption, Variant, +10%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, ‑15%) [14].

Archmagister's Counsel

A truly desperate tactic; while it can save a mother's life in childbirth, it can also be used to terminate an undesirable lineage. Be wary, my lords, of 'healers' who might be assassins with a different agenda.

Source Spell

Remove Fetus

Source Spell Types

Bio-Tech Spells

Remove Hangover

21 points.

Arcane Utilities & Implements

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This instant, touch-applied Lattice manipulation precisely excises the unpleasant residues of overindulgence. It requires a successful IQ roll and costs 1 FP to alleviate a hangover.

Statistics

Healing (Accessibility, Only to remove hangover, -80%; Affects Self, +50%; Affliction Only, -40%; Capped, 1 FP, -30%; Magical, -10%; Xenohealing, Anything Alive, +80%) [21].

Archmagister's Counsel

Ensure your court sorcerer or guild wizard always has this prepared for your person; a clear mind, regardless of last night's excesses, is paramount for leadership.

Source Spell

Remove Hangover

Source Spell Types

Individual Spell

Remove Reflection

33 points.

Radiance, Sight, and Reflection

Keywords

Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

30 minutes.

Description

The subject's reflection vanishes from all surfaces for 30 minutes, a manipulation of the Lattice so discreet it carries no magical signature. This Malediction is resisted by Will.

Statistics

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

Archmagister's Counsel

A useful way to sow confusion or facilitate an unnoticed infiltration for a royal agent; after all, who looks for what isn't there?

Source Spell

Remove Reflection

Source Spell Types

Light and Darkness Spells

Remove Shadow

33 points.

Shadows & Obscurity

Keywords

Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

30 minutes.

Description

This manipulation of the Lattice causes a subject's shadow to vanish for 30 minutes, applying the Supernatural Features (No Shadow) disadvantage. It's an Affliction resisted by Will, with no signature, and effective at unlimited range.

Statistics

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

Archmagister's Counsel

While it sounds trivial, the removal of a shadow from a foreign dignitary can send a clear message: 'We see you, even when you try to hide.' It’s the kind of subtle intimidation that costs little but can buy you much.

Source Spell

Remove Shadow

Source Spell Types

Light and Darkness Spells

Reorient

8 points.

Sorcerous Services & Rites

Keywords

Utility

Casting Roll

None.

Range

Self.

Duration

Instantaneous.

Description

This manipulation of the Lattice grants one perfect, instantaneous spatial awareness, effectively functioning as the Body Sense skill without any need for a roll.

Statistics

Body Sense (H) DX [4] modified with Cosmic, No die roll required, +100%, Sorcery, -15% for a final cost of 8 points.

Archmagister's Counsel

Understanding one’s position is paramount, whether it’s on a battlefield or in a ballroom. A savvy advisor uses this to keep their Lord from appearing clumsy, or to ensure a spy always knows where they stand.

Source Spell

Reorient

Source Spell Types

Least Spells

Repair

17 points.

Crafting, Repair, and Reshaping

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with an object, you may restore it 1d HP. If used more than once per day on a given object, you are at a cumulative -3 per successful restoration. Failure costs you 1d FP instead of the usual 1 FP!

Description

Through physical contact, this manipulation of the Lattice restores 1d HP to an object. Repeated attempts on the same object within a day incur a cumulative -3 penalty per successful restoration. Failure drains 1d FP, reminding us that even simple mending can tax the unwary.

Statistics

Healing (Accessibility, Only objects, -10%; Capped, 2 FP, -25%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [17]. Note: The 4 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

This spell is far more efficient than any craftsman for rapid battlefield repairs or for restoring priceless artifacts damaged during an 'unfortunate' incident. Don't waste time with artisans when a sorcerer can simply mend it back before dawn.

Source Spell

Repair

Source Spell Types

Making & Breaking Spells

Repair Arrow

6 points.

Crafting, Repair, and Reshaping

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with an arrow, you may restore it. At least 80% of the arrow must be available, including the head. The spell will produce a totally straight shaft, properly feathered, with a sharp head - as good as new, or slightly better. If used more than once per day on a given arrow, you are at a cumulative -3 per successful restoration. Failure costs you 1d FP instead of the usual 1 FP!

Description

This Lattice manipulation restores a damaged arrow to new condition, provided you can touch it and at least 80% remains, including the head. It's an instantaneous effect. Be warned: repeated use on the same arrow within a day incurs a cumulative -3 penalty per restoration, and failure costs 1d FP instead of the usual 1 FP.

Statistics

Healing (Accessibility, Only arrows, -60%; Capped, 1 FP, -30%; Injuries Only, -20%; Magical, -10%) [6].

Archmagister's Counsel

Your archers will appreciate this, my Lord. A restored arrow flies true, and replacing them less frequently means more coin in your coffers, or more arrows for the quartermaster to issue, should the need arise.

Source Spell

Repair Arrow

Source Spell Types

Old Spells

Repair Glass

6 points.

Crafting, Repair, and Reshaping, Metal & Glass

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a glass or obsidian object, you may restore it 1d HP. If used more than once per day on a given object, you are at a cumulative -3 per successful restoration. Failure costs you 1d FP instead of the usual 1 FP!

Description

Through direct contact, this Lattice-work restores 1d HP to damaged glass or obsidian by costing 6 FP. Repeating this action on the same object within a single day incurs a cumulative -3 penalty per success. Failure exacts a steeper toll of 1d FP.

Statistics

Healing (Accessibility, Only glass or obsidian objects, -45%; Capped, 2 FP, -25%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [6]. Note: The 4 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

This is a useful skill for a court alchemist or artificer to keep the laboratory glassware intact. It's often cheaper than replacing an entire setup, even with the cost of fatigue a Sorcerer might suffer.

Source Spell

Repair Glass

Source Spell Types

Glass Spells

Repair Metal

11 points.

Crafting, Repair, and Reshaping, Metal & Glass

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous. By making physical contact with a metal object, you may restore it 1d HP. If used more than once per day on a given object, you are at a cumulative -3 per successful restoration. Failure costs you 1d FP instead of the usual 1 FP!

Description

An instantaneous, touch-based Lattice manipulation that restores 1d HP to a damaged metal object. Repeated use on the same object within a single day incurs a cumulative -3 penalty per successful restoration. Failure drains 1d FP from the caster, rather than the usual 1 FP.

Statistics

Healing (Accessibility, Only metal objects, -30%; Capped, 2 FP, -25%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [11]. Note: The 4 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

Equip your engineers with this. A broken siege engine or a compromised suit of armor can be instantly mended on the field, tipping the balance of any skirmish. The Guild calls it 'repair'; I call it a tactical advantage.

Source Spell

Repair Metal

Source Spell Types

Individual Spell

Repel

52 points for level 1 + 12.5 points/additional level* (or more).

Ways, Passage, and Travel

Keywords

Area, Damage, Leveled, Persistent, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This manipulation of the Lattice creates a 2-yard zone of repulsion up to 100 yards away, lasting 30 seconds. Each level beyond the first adds 2 yards to the radius. To place it, use Innate Attack (Gaze) with a +4 bonus for area targeting, but apply normal range penalties. Anything entering the zone is immediately pushed out.

Statistics

Telekinesis 5 (Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Repulsion, -60%; Sorcery, -15%) [52]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*]. * Calculate the total cost, then round down.

Archmagister's Counsel

Zone this spell at a chokepoint or a doorway, and watch as your enemies find new and exciting ways to be inconvenienced. It's not about killing them; it's about making them go somewhere else, on your terms.

Source Spell

Repel

Source Spell Types

Movement Spells

Repel Amphibians

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

Animal Command & Repelling

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

30 seconds. Amphibians with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately. While this spell is technically resisted by each amphibian’s IQ, in practice the GM should bother only for extraordinary amphibians. If so, victory allows the amphibian to remain within the area.

Description

This manipulation of the Lattice causes amphibians with IQ 1-5 to instinctively avoid a targeted area. Those already within depart immediately. While technically resisted by individual IQ, only extraordinary amphibians typically force a roll; success permits them to stay. The cost is 38 points for level 1, +5 points per additional level. Each level of investment increases the effective radius by 2 yards. The effect lasts for 30 seconds.

Statistics

Affliction 1 (IQ; Accessibility, Amphibians Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [38]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

If your Lord needs a toad-free moat or wishes to dine without the croaking of frogs, this spell is a precise, if niche, solution. A wise leader appreciates such specific tools.

Source Spell

Repel Amphibians

Source Spell Types

Even More Unmerged Animal Spells

Repel Arachnids

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

Animal Command & Repelling

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

30 seconds. Arachnids with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately. While this spell is technically resisted by each arachnid’s IQ, in practice the GM should bother only for extraordinary arachnids. If so, victory allows the arachnid to remain within the area.

Description

This manipulation of the Lattice causes arachnids with racial IQ 1-5 to instinctively avoid a targeted area of 2 yards, increasing by 2 yards per additional level. Any such creatures already within the area immediately depart. The effect lasts 30 seconds and is resisted by the arachnid's IQ, though this is rarely a concern for typical specimens. Cost is 38 points for level 1, plus 5 points per additional level.

Statistics

Affliction 1 (IQ; Accessibility, Arachnids Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [46]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

Send this against a scouting party from the Spider Kingdoms, and you'll buy yourself critical time. Let them deal with the agitated eight-legged masses while your forces prepare for a proper counter-attack.

Source Spell

Repel Arachnids

Source Spell Types

Even More Unmerged Animal Spells

Repel Birds

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

Mental Curses & Counterwill

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

30 seconds. Birds with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately. While this spell is technically resisted by each bird’s IQ, in practice the GM should bother only for extraordinary birds. If so, victory allows the bird to remain within the area.

Description

This spell establishes a field that birds with an IQ of 1-5 will actively avoid. Any such birds already within the affected 2-yard area (plus an additional 2 yards per extra level) will immediately depart. The magic persists for 30 seconds. While birds technically resist with their IQ, only truly exceptional birds stand a chance.

Statistics

Affliction 1 (IQ; Accessibility, Birds Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [38]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

Tired of pigeons defiling your statues? This repulses them. It's a pragmatic defense against aerial nuisances, keeping your courtyards clean and your messages secure from feathered spies – a minor manipulation of the Lattice that pays dividends in hygiene and discretion.

Source Spell

Repel Birds

Source Spell Types

Unmerged Spells