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Showing 1601-1700 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Repel Crustaceans Animal Command & Repelling 38 points for level 1 + 5 points/additional level.
Repel Fish Mental Curses & Counterwill 37 points for level 1 + 5 points/additional level.
Repel Hybrids Animal Command & Repelling 46 points for level 1 + 5 points/additional level.
Repel Mammals Mental Curses & Counterwill 38 points for level 1 + 5 points/additional level.
Repel Metal Lesser Hexes & Afflictions, Crafting, Repair, and Reshaping, Metal & Glass 42 points for level 1 + 12.5 points/additional level* (or more).
Repel Mollusks Mental Curses & Counterwill 37 points for level 1 + 5 points/additional level.
Repel Protozoa Animal Command & Repelling 35 points for level 1 + 5 points/additional level.
Repel Reptiles Mental Curses & Counterwill 38 points for level 1 + 5 points/additional level.
Repel Spirits Spirits of the Dead, Spirits, Wards, and the Dead 46 points for level 1 + 5 points/additional level.
Repel Stone Stone, Soil, and Sand 42 points for level 1 + 12.5 points/additional level* (or more).
Repel Undead Undead Animation & Command, Souls, Possession, and Bindings 31 points for level 1 + 5 points/additional level.
Repel Vermin Mental Curses & Counterwill 38 points for level 1 + 5 points/additional level.
Repel Wood Wood, Vines, and Plant Forms 42 points for level 1 + 12.5 points/additional level* (or more).
Repel Worms Animal Command & Repelling 37 points for level 1 + 5 points/additional level.
Repress Memory Thoughts & Memory, Memory, Thought, and Will 2 points.
Reptile Control Commands & Compulsion 23 points.
Repulsion of the Chosen Ethic Holy 42 points for level 1 + 12.5 points/additional level* (or more).
Reshape Creation, Shape, and Matter, Crafting, Repair, and Reshaping, Earthshape, Passage, and Transmutation 28.5 points/level*.
Resilient Armor Armor & Battle Shells 36 points or 60 points.
Resilient Sphere Lesser Hexes & Afflictions 41 points.
Resilient Vegetation Bursts, Barrages, and Bombardment 56 points for level 1 + 5 points/additional level (or more).
Resist Air Resistances & Immunities, Breath & Atmosphere 85 points for level 1 + 60 points/additional level.
Resist Cold Resistances & Immunities 65 points for level 1 + 40 points/additional level.
Resist Corrosion Resistances & Immunities, Acid 25 points.
Resist Earth Resistances & Immunities, Stone, Soil, and Sand 65 points for level 1 + 40 points/additional level.
Resist Enchantment Resistances & Immunities, Enchantment 28 points or 30 points.
Resist Energy Resistances & Immunities, Energy 61 points for level 1 + 45 points/additional level.
Resist Fire Resistances & Immunities, Flame Assaults & Battlefire 65 points for level 1 + 40 points/additional level.
Resist Gravity Resistances & Immunities, Gravity 17 points for level 1 + 5 points/additional level.
Resist Pain Resistances & Immunities, Vital Functions & Augmentation 39 points.
Resist Plasma Resistances & Immunities, Flame Assaults & Battlefire, Energy 41 points for level 1 + 25 points/additional level.
Restoration Healing 32 points.
Restorative Armor Armor & Battle Shells 44 points for level 1 + 40 points/additional level.
Restore Breaking, Shattering, and Ruin 11 points.
Restore Hearing Healing 35 points.
Restore Mana Mana, Ley, and Power 370 points for level 1 + 50 points/additional level.
Restore Memory Memory, Thought, and Will 83 points.
Restore Metal Metal & Glass 10 points.
Restore Sight Healing 65 points.
Restore Speech Healing, Communication & Empathy 40 points.
Resurrection Safeguards & Reliefs 230 points.
Resuscitate Lesser Hexes & Afflictions 123 points.
Retch Sorcerous Services & Rites 28 points.
Retribution Wards, Shields, and Barriers 60 points for level 1 + 49 points/additional level.
Retro-Reading Readings & Analysis 11 points.
Retrogression Communication & Empathy 95 points.
Return Missile Grand Arcana & Constructs 47.25 points/level.
Returning Weapon Weapons & Battlework, Technological 40 points for level 1 + 8 points/additional level.
Reveal Function Detection & Appraisal 9 points.
Reveal Magic Detection & Appraisal 38 points for level 1 + 5 points/additional level.
Reverie of Ruin Readings & Analysis 7 or 57 points.
Reverse Gravity Gravity 275 points.
Reverse Plant Growth Growth, Blessing, and Husbandry 29 points.
Rhabdomancy Divination & Omens 34 points.
Ricochet Weapon Boons & Retaliations 36 points for level 1 + 16 points/additional level.
Ride the Lightning Speed, Haste, and Handling, Lightning & Radiant Assaults 14 points/level.
Rider Animal Companions, Mounts, and Summons 20 points.
Rider Within Animal Companions, Mounts, and Summons 12 points.
Rift to Hell Emotion & Morale 313 points.
Rigid Armor Armor & Battle Shells 32 points.
Ripple Message Communication & Empathy 7 points.
Ripple Sense Arcane Utilities & Implements 7 points.
Ritual of Reaping Battle Blessings & Readiness 1 or 19 points.
Rive Locks, Seals, and Traps 23.2 points/level.
Rock Drop Missiles, Jets, and Rays 6 points/level.
Rockwalking Earthshape, Passage, and Transmutation 26 points.
Rooted Feet Commands & Compulsion 31 points.
Rotting Death Death Curses & Withering 16 points.
Roundabout Lesser Hexes & Afflictions 23 points.
Rouse Beast Animal Command & Repelling 25 points.
Ruin Breaking, Shattering, and Ruin 108 points.
Run Across Treetops Safeguards & Reliefs 20 points.
Rune Enchantment Enchantment 37 points.
Rune of Combat Safeguards & Reliefs 39 points.
Rune of Fireball Missiles, Jets, and Rays 11.5 points/level.
Rune of Healing Healing 84 points.
Rust Lesser Hexes & Afflictions 37 points.
Safe Boarding Safeguards & Reliefs 16 points.
Sanctuary Forced Movement & Restraint, Gate 130 points.
Sand Blast Stone, Soil, and Sand, Bursts, Barrages, and Bombardment 12 points.
Sand Jet Stone, Soil, and Sand 23 points.
Sandstorm Earthshape, Passage, and Transmutation, Tempests, Lightning, and Winter Weather 181 points for level 1 + 34 points/additional level.
Sandstrider Earthshape, Passage, and Transmutation 21 points.
Satiation Food 28 points.
Sawhand Arcane Utilities & Implements 1 point.
Scald Battlefield Zones & Fields, Heat, Fuel, and Hearthwork, Drowning, Dehydration, and Fluid Assaults 7 points or more (see below).
Scales Safeguards & Reliefs 19 or 26 points.
Scents of the Past Divination & Omens, Winds, Vapors, and Sky Passage, Time 35 points.
Schematic Readings & Analysis, Technological 5 points.
Scissorhand Arcane Utilities & Implements 1 point.
Scoop Arcane Utilities & Implements 6 points.
Scry Gate Gate 50 points.
Scryfool Lesser Hexes & Afflictions 78 points.
Scrying Divination & Omens 70 points for level 1 + 5 points/additional level.
Scrywall Lesser Hexes & Afflictions 86 points for level 1 + 10 points/additional level.
Sea Legs Battle Blessings & Readiness 2 or 17 points.
Sealed Mouth Countermagic & Suppression 33 points.
Searching Roots Readings & Analysis 42 points or 57 points.
Season Battlefield Zones & Fields 7 points for level 1 + 3 points/additional level.
Seaweed Clutch Plant Lore, Speech, and Passage 39 points for level 1 + 15 points/additional level.

Repel Crustaceans

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. Crustaceans 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 crustacean’s IQ, in practice the GM should bother only for extraordinary crustaceans. If so, victory allows the crustacean to remain within the area.

Description

This manipulation of the Lattice affects crustaceans with a racial IQ of 1-5, rendering them unwilling to enter the spell's area. Any suitable crustaceans already within the affected zone will immediately depart. While technically resisted by each creature's IQ, only particularly uncommon specimens warrant a roll; a successful resistance allows the creature to remain. This effect persists for 30 seconds. Cost is 38 points for a 2-yard radius, with each additional level adding 2 yards for 5 points.

Statistics

Affliction 1 (IQ; Accessibility, Crustaceans 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 coastal holdings suffer from monstrous crabs, this 'Lattice-work' clears the beach most efficiently. Do not waste time discerning the 'type' of magic used; only the lack of giant arthropods matters.

Source Spell

Repel Crustaceans

Source Spell Types

Even More Unmerged Animal Spells

Repel Fish

37 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. Fish 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 fish’s IQ, in practice the GM should bother only for extraordinary fish. If so, victory allows the fish to remain within the area.

Description

This spell compels fish with an IQ of 1-5 to avoid a 2-yard area, escalating by 2 yards per additional level. Should any such creature be within the area at the spell's onset, they are immediately prompted to depart. While each fish technically resists with IQ, only exceptional specimens warrant a roll; success permits them to remain. The effect persists for 30 seconds, costing 37 points for the base level and 5 points for each subsequent level.

Statistics

Affliction 1 (IQ; Accessibility, Fish Only, -50%; 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%) [37]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

If you wish to enjoy a quiet swim or deny a rival fisherman his catch, this manipulation of the Lattice proves effective. Do not underestimate the value of a clear path, even if it leads through water.

Source Spell

Repel Fish

Source Spell Types

Unmerged Spells

Repel Hybrids

46 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

50 minutes. Hybrid creatures (GURPS Magic, p. 19) become unwilling to enter the area; any already within the area leave immediately. You may exclude specific, known hybrids or even broad classes of hybrids from the effects. You may also reduce the area effect if you wish to. While this spell is technically resisted by each hybrid’s IQ, in practice the GM should bother only for extraordinary hybrids. If so, victory allows the hybrid to remain within the area for three minutes, after which it must roll again.

Description

This Malediction creates an area, 2 yards per level, that repels hybrid creatures. Those within immediately depart; others refuse to enter. While technically resisted by IQ, for most hybrids, this is an automatic departure. The effect persists for 50 minutes and can selectively exclude specific known hybrids or entire classes of them. Casting costs 46 points for the first level, +5 points for each additional level.

Statistics

Affliction 1 (IQ; Accessibility, Hybrids Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 100x, +80%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Selective Area, +20%; Sorcery, -15%) [46]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

Keep unsightly monstrosities from defiling your sovereign's garden, or, more practically, clear a path through a monster-infested ruin without shedding a drop of royal blood. The Lattice doesn't care if it's a brute forcing them out or a whisper persuading them.

Source Spell

Repel Hybrids

Source Spell Types

Animal Spells

Repel Mammals

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. Mammals 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 mammal’s IQ, in practice the GM should bother only for extraordinary mammals. If so, victory allows the mammal to remain within the area.

Description

This spell compels mammals with a racial IQ of 1-5 to avoid a designated area; those already present will flee. The fundamental manipulation is a persistent Dread disadvantage, resisted by the target's IQ, applied as an Affliction across an area. Each level increases the area of effect, starting at 2 yards and expanding with each additional level. While resistance is possible for sapient creatures, its efficacy is rarely worth the effort for your typical beast.

Statistics

Affliction 1 (IQ; Accessibility, Mammals 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

Need to clear a path through a pesky herd of livestock or keep your new guard dogs from wandering? This will do the trick. The Guild will call it 'animal husbandry'; I call it efficiency.

Source Spell

Repel Mammals

Source Spell Types

Unmerged Spells

Repel Metal

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

Lesser Hexes & Afflictions, Crafting, Repair, and Reshaping, Metal & Glass

Keywords

Area, Damage, Leveled, Persistent

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 metal repulsion within 100 yards, lasting 30 seconds. Each additional level expands the area by +50%. To target, use Innate Attack (Gaze) with standard range penalties, but at +4 for affecting an area. The base cost is 42 points, with an additional 12.5 points per increased level of effect.

Statistics

Telekinesis 5 (Accessibility, Metal, -40%; Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Repulsion, -60%; Sorcery, -15%) [42]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*].

Archmagister's Counsel

Why bother with a heavy hand when a gentle nudge from the Lattice can disarm a regiment? A well-placed zone of repulsion on a weapon rack or, better yet, amidst an armored charge, can turn a battlefield into a clown show. The Guild thinks this is uncouth; I call it efficient.

Source Spell

Repel Metal

Source Spell Types

Metal Spells

Repel Mollusks

37 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. Mollusks 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 mollusk’s IQ, in practice the GM should bother only for extraordinary mollusks. If so, victory allows the mollusk to remain within the area.

Description

This manipulation of The Lattice creates an area that Mollusks with IQ 1-5 instinctively avoid for 30 seconds. Any such creatures already within the 2-yard radius are compelled to exit immediately. Resistance is against the Mollusk's IQ, though this is primarily for exceptional specimens, as most simply flee. Each additional level expands the area by 2 yards, costing 5 points.

Statistics

Affliction 1 (IQ; Accessibility, Mollusks Only, -50%; 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%) [37]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

While I appreciate the niche utility, remind your Lord that if his strategic concerns involve mollusks with an IQ high enough to resist, he has rather larger problems than basic magic can solve. Focus on the war, not the snails.

Source Spell

Repel Mollusks

Source Spell Types

Unmerged Spells

Repel Protozoa

35 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. Protozoa 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 protozoan’s IQ, in practice the GM should bother only for extraordinary protozoa. If so, victory allows the protozoan to remain within the area.

Description

This manipulation of the Lattice causes protozoa with Racial IQ 1-5 to instinctively avoid a 2-yard area of effect for 30 seconds per level. Any protozoa already within the affected zone will immediately flee. While theoretically resisted by each protozoan's IQ, pragmatically, only the most 'intelligent' of such creatures will bother to resist, and victory allows them to remain within the area.

Statistics

Affliction 1 (IQ; Accessibility, Protozoa Only, -70%; 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%) [35]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

You wish to clear a stagnant pond for irrigation or remove a breeding ground for disease without getting your hands dirty? This simple — some might say crude — plucking of the Lattice will do the trick. The Guild will call it 'microbial ethics'; I’ll call it practical sanitation for the masses.

Source Spell

Repel Protozoa

Source Spell Types

Even More Unmerged Animal Spells

Repel Reptiles

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. Reptiles 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 reptile’s IQ, in practice the GM should bother only for extraordinary reptiles. If so, victory allows the reptile to remain within the area.

Description

This manipulation of the Lattice causes reptiles with a racial IQ of 1-5 to instinctively avoid a designated area or flee it immediately if already present. The effect lasts 30 seconds per energy level. While each reptile technically resists with its IQ, it's usually only noteworthy for exceptional beasts. The cost is 38 points for level 1, increasing by 5 points for each additional level of effect.

Statistics

Affliction 1 (IQ; Accessibility, Reptiles 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

Against common reptiles, this spell is an absolute barrier, keeping your camp clear of serpents and other such nuisances. Useful for securing a perimeter when one's retinue is less than courageous, or for ensuring a diplomatic meeting isn't interrupted by an escaped pet.

Source Spell

Repel Reptiles

Source Spell Types

Unmerged Spells

Repel Spirits

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

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

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

50 minutes. Spirits become unwilling to enter the area; any already within the area leave immediately. You may exclude specific, known spirits or even broad classes of spirits from the effects; e.g., “The spell affects every spirit except for four banshees here.” You may also reduce the area effect if you wish to. While this spell is technically resisted by each spirit’s IQ, in practice the GM should bother only for extraordinary spirits. If so, victory allows the spirit to remain within the area for three minutes, after which it must roll again.

Description

An area-effect Sorcery that imposes a persistent ‘Dread’ disadvantage, making spirits unwilling to enter or remain. Affects a base 2-yard radius, increasing with additional levels. Costs 46 points for the initial level, plus 5 points per additional level. Lasts 50 minutes. You may selectively exclude specific spirits from its effects. While theoretically resisted by each spirit's IQ, most spirits will simply comply unless they are truly exceptional.

Statistics

Affliction 1 (IQ; Accessibility, Spirits Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 100x, +80%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Selective Area, +20%; Sorcery, -15%) [46]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

Have these prepared for haunted chambers and restless battlefields. The Guild wastes time negotiating; we simply make the presence of such beings inhospitable, or, if we're feeling generous, temporarily inconvenient.

Source Spell

Repel Spirits

Source Spell Types

Spirit Spells

Repel Stone

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

Stone, Soil, and Sand

Keywords

Area, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This manipulation of the Lattice creates a repulsion field (Repulsion, -60%) that specifically affects stone (Accessibility, Stone, -40%). The initial field is 2 yards in radius, lasts for 30 seconds (Extended Duration, 3x, +20%), and can be placed up to 100 yards away (Increased Range, 10x, +30%). Each additional level of power expands the area by another 2 yards. There is no casting roll, but to place it at a distance, one must use an Innate Attack (Gaze) roll, benefiting from a +4 for targeting an area, but suffering normal range penalties. It comes at a cost of 42 points for the first level and 12.5 points for each subsequent level, effectively making the effect persist (Persistent, +40%) and act independently (+40%) of the caster once established.

Statistics

Telekinesis 5 (Accessibility, Stone, -40%; Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Repulsion, -60%; Sorcery, -15%) [42]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*]. * Calculate the total cost, then round down.

Archmagister's Counsel

When besieging a stone castle, this Sorcery is far more efficient than any sapper’s pick. Just be sure to point your "gaze" in the right direction, don’t you agree?

Source Spell

Repel Stone

Source Spell Types

Individual Spell

Repel Undead

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

Undead Animation & Command, Souls, Possession, and Bindings

Keywords

Area, Aura, Damage, Defense, Leveled, Melee, No-Signature, Persistent

Casting Roll

None.

Range

Self.

Duration

Indefinite. Undead who flee will remain affected for 15 hours.

Description

This working creates a powerful, persistent compulsion within undead creatures to avoid the caster. Every undead creature within 2 yards (or more, with additional levels) must roll against their Will + DR each second; this is an unopposed roll. Undead who flee will remain affected for 15 hours. Costs 31 points for level 1, plus 5 points per additional level, and has an indefinite duration.

Statistics

Affliction 1 (HT; Accessibility, Undead only, -50%; Area Effect, 2 yards, +50%; Aura, +80%; Based on Will, +20%; Disadvantage, Dread, +30%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Melee Attack, Reach C, -30%; No Signature, +20%; Sorcery, -15%; Variable, Area, +5%) [31]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

If your Lord insists on dabbling in necromancy, ensure he has proper safeguards. This spell allows one to walk among summoned horrors without being immediately torn to shreds, a regrettable but sometimes necessary convenience.

Source Spell

Repel Undead

Source Spell Types

Assorted Spells

Repel Vermin

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. Vermin (insects, worms, and other creepy-crawly things) 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 vermin’s IQ, in practice the GM should bother only for extraordinary vermin. If so, victory allows the vermin to remain within the area.

Description

This spell, for 38 points per level, creates an area of effect where vermin (racial IQ 1-5) are compelled to avoid it or immediately leave. This effect lasts for 30 seconds. While technically resisted by their IQ, for any vermin that are not extraordinary, consider them simply repelled. Additional levels extend the area of effect for 5 points per level.

Statistics

Affliction 1 (IQ; Accessibility, Vermin 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

You cannot expect your troops to fight effectively if they are covered in lice and fleas. This simple Lattice-work affects the minuscule mind, turning even the most persistent bug away. Keep it in your arsenal for troop hygiene, storage protection, or simply a good night's sleep in the field.

Source Spell

Repel Vermin

Source Spell Types

Unmerged Spells

Repel Wood

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

Wood, Vines, and Plant Forms

Keywords

Area, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This direct manipulation of The Lattice creates a two-yard zone of kinetic repulsion, specifically targeting wood, up to 100 yards away. Each additional level expands the zone by two yards. This persistent effect lasts for 30 seconds, maintaining its force for its full duration, applying a constant -6 SM penalty to any wooden objects attempting to move into or through it, or to any attack rolls involving wooden projectiles or weapons crossing its boundary. To place this zone at range, use Innate Attack (Gaze) with a +4 bonus for area effect.

Statistics

Telekinesis 5 (Accessibility, Wood, -40%; Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Repulsion, -60%; Sorcery, -15%) [42]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*]. * Calculate the total cost, then round down.

Archmagister's Counsel

This is a simple-yet-effective maneuver to control and deny ground. A shrewd use of this will force an enemy to abandon cover or drop their wooden armaments, turning their own resources against them.

Source Spell

Repel Wood

Source Spell Types

Plant Spells

Repel Worms

37 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. Worms 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 worm’s IQ, in practice the GM should bother only for extraordinary worms. If so, victory allows the worm to remain within the area.

Description

This manipulation of the Lattice causes worms with a racial IQ of 1-5 to become unwilling to enter a designated area. Any such worms already within the area will immediately depart. While the spell carries an inherent resistance met by each worm's IQ—typically applied only to more extraordinary specimens—victory allows them to remain. The cost is 37 points for a 2-yard radius at level 1, with an additional 5 points per level increasing the area. This effect lasts for 30 seconds and is cast against Will, with an unlimited range.

Statistics

Affliction 1 (IQ; Accessibility, Worms Only, -50%; 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%) [37]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

While I appreciate the need for cleanliness, this particular thread of the Lattice is best plucked for clearing out vermin from sensitive stores or keeping certain, ahem, 'ingredients' from contaminating a ritual space. Not every spell needs to win a war.

Source Spell

Repel Worms

Source Spell Types

Even More Unmerged Animal Spells

Repress Memory

2 points.

Thoughts & Memory, Memory, Thought, and Will

Keywords

Control, Healing, Information, Utility

Casting Roll

Will.

Range

Self.

Duration

Instantaneous.

Description

This spell allows one to safeguard crucial knowledge, even from their own mind, by actively recounting specific memories. It functions as a Controllable Disadvantage, akin to Total Amnesia (Based on Will, Own Roll, +20%; Selective Effect, +20%; Sorcery, -15%). It costs 2 points.

Statistics

Controllable Disadvantage (Total Amnesia; Based on Will, Own Roll, +20%; Selective Effect, +20%; Sorcery, -15%) [2].

Archmagister's Counsel

A clever lord could use this to truly keep state secrets, even from torturers. What one doesn't remember, one can't betray. And the Lattice doesn't care if you call it self-hypnosis or a master-level spell.

Source Spell

Repress Memory

Source Spell Types

Psychic Spells as Normal Spells

Reptile Control

23 points.

Commands & Compulsion

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

This manipulation of the Lattice grants you dominion over any single reptile, or a square yard of a reptile swarm. The creature gains the Reprogrammable disadvantage, with your will as its master. Range is unlimited; duration is special.

Statistics

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

Archmagister's Counsel

Why use trained tracking dogs when you can simply command whatever lizard, snake, or crocodile is already lurking in your enemy's lair? This allows you to turn their own environment against them.

Source Spell

Reptile Control

Source Spell Types

Unmerged Spells

Repulsion of the Chosen Ethic

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

Holy

Keywords

Area, Damage, Defense, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This spell establishes a persistent, repelling zone that pushes back creatures of a specified ethical category. It occupies a 2-yard radius, lasting for 30 seconds at a distance of up to 100 yards. Each additional level expands the area of effect within this zone. The cost is 42 points for the first level, with an additional 12.5 points per extra level.

Statistics

Telekinesis 5 (Accessibility, Ethical Category, -40%; Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Repulsion, -60%; Sorcery, -15%) [42]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*]. * Calculate the total cost, then round down.

Archmagister's Counsel

Understanding what your enemies hold dear, or revile, is key to battlefield control. A well-placed 'repulsion' can render their heavy cavalry or demonic shock troops utterly useless before they even reach your lines.

Source Spell

Repel (Ethical Category)

Source Spell Types

Ethical Spells

Reshape

28.5 points/level*.

Creation, Shape, and Matter, Crafting, Repair, and Reshaping, Earthshape, Passage, and Transmutation

Keywords

Control, Damage, Defense, Information, Persistent, Utility

Casting Roll

IQ.

Range

100 yards.

Duration

Indefinite.

Description

This spell allows the caster to shape and move any unliving solid matter. The efficacy is directly proportional to the caster's mastery, so higher levels permit manipulation of greater quantities. It's a precise plucking of the Lattice, allowing direct control over inert substances.

Statistics

Control Solids (Accessibility, Only to shape and move solids, -30%; Ranged, +40%; Sorcery, -15%) [28.5/level*]. * Calculate the total cost then round up.

Archmagister's Counsel

Why use picks and shovels when a Sorcerer can simply reorder the earth to your specifications? A critical element for rapid fortress construction or dismantling an enemy's defenses.

Source Spell

Reshape

Source Spell Types

Making & Breaking Spells

Resilient Armor

36 points or 60 points.

Armor & Battle Shells

Keywords

Buff, Damage, Defense, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working reinforces armor, negating the ‘Semi-Ablative’ limitation and reducing ‘Ablative’ to ‘Semi-Ablative’. It costs 36 points for the base effect, or 60 points to also remove penalties. It lasts for three minutes and can be delivered with a gaze up to 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on armor, -20%; Advantage, Resilient Armor, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Resilient Armor” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). The improved version removes -3 in penalties [+24]. This spell is based on the Resilient Armor imbuement skill from Pyramid #3-4.

Archmagister's Counsel

Armor that mends itself mid-battle saves coin and lives. Equip your front-line with this, and their squires will have less work, and your enemies will face an unending wall.

Source Spell

Resilient Armor

Source Spell Types

Individual Spell

Resilient Sphere

41 points.

Lesser Hexes & Afflictions

Keywords

Control, Debuff, Defense, Malediction, No-Signature, Resisted-DX, Travel

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute.

Description

This spell, for 41 points, creates a shimmering sphere of force around a target, imprisoning them for one minute, akin to a spherical Force Dome. It is resisted by DX or other appropriate stat, making it a reliable way to remove an opponent from the immediate field of conflict without causing direct harm.

Statistics

Affliction 1 (DX or other; Based on DX, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Paralysis, Variant, +150%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [41].

Archmagister's Counsel

Effectively removing an enemy commander from the battlefield for a precious minute can turn the tide of any skirmish. Use this to isolate threats, then deal with their now-leaderless forces.

Source Spell

Resilient Sphere

Source Spell Types

Individual Spell

Resilient Vegetation

56 points for level 1 + 5 points/additional level (or more).

Bursts, Barrages, and Bombardment

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

30 minutes. Cast on an area, this spell protects all plants within its borders. The sorcerer may pick and choose which plants (either individually or by type) receive the protection. Every protected plant gains DR 5, cumulative with any natural DR or armor. More potent versions of this spell are available that also increase the mobile plants’ Dodge scores, as show below. Dodge Bonus Full Cost 0 56 points for level 1 + 5 points/additional level +1 70 points for level 1 + 5 points/additional level +2 83 points for level 1 + 5 points/additional level +3 97 points for level 1 + 5 points/additional level

Description

This spell, cast with a successful Will roll, applies to an area and grants DR 5 (cumulative with existing DR) to all chosen plants within its borders for 30 minutes. More potent versions can also bestow a +1, +2, or +3 bonus to the Dodge scores of mobile plants. The level 1 cost is 56 points, with 5 points per additional level. Further costs for Dodge bonuses are: +1 Dodge costs 70 points, +2 Dodge costs 83 points, and +3 Dodge costs 97 points.

Statistics

Affliction 1 (HT; Accessibility, Plants only, -40%; Advantages, DR 5 (Magical, -10%), +230%; Area Effect, 2 yards, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [56]. Additional levels add Area Effect (+50%) [+5]. Variants add Advantage, Enhanced Dodge 1 (Magical, -10%) (+140%) [+14]; Advantage, Enhanced Dodge 2 (Magical, -10%) (+270%) [+27]; or Advantage, Enhanced Dodge 3 (Magical, -10%) (+410%) [+41].

Archmagister's Counsel

Protecting vital orchards or obscuring troop movements with rapidly hardened foliage is a simple, effective tactic; the common gardener’s trellis becomes a siege wall, and an astute Lord protects their assets.

Source Spell

Resilient Vegetation

Source Spell Types

Individual Spell

Resist Air

85 points for level 1 + 60 points/additional level.

Resistances & Immunities, Breath & Atmosphere

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This spell bestows upon the subject a formidable, though temporary, resilience against the whims of air and wind. For 30 minutes, it grants Damage Resistance equal to 10 multiplied by the spell's level against both external and internal air-based attacks and environmental effects, along with complete immunity to any resisted air-borne phenomena. It's an elegant solution to inconvenient atmospheric disturbances.

Statistics

Affliction 1 (HT; Advantage, Resist Air 1, +690%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [85]. Additional levels add further Resist Air to Advantage (+600%) [+60]. Notes: “Resist Air 1” is Damage Resistance 10 (Absorbs Knockback, +40%; Force Field, +20%; Limited, Air/Wind, -40%; Magical, -10%) [55] + Immunity to Noxious Air Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Air/Wind, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+60].

Archmagister's Counsel

If your supply lines are at the mercy of a storm-ravaged pass, a few well-placed casters of this spell can ensure your forces—or their critical cargo—move through unmolested. Better than losing a caravan to a stiff breeze, wouldn't you say?

Source Spell

Resist Air

Source Spell Types

Air Spells

Resist Cold

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

Resistances & Immunities

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice grants the subject virtual immunity to cold. The target and their gear gain DR equal to (spell level)x10 against cold and ice, which includes Missile and Jet spells, as well as those that bypass conventional DR to inflict internal damage. This effect lasts for 30 minutes. It costs 65 points for the first level, and 40 points for each additional level of protection.

Statistics

Affliction 1 (HT; Advantage, Resist Cold 1, +490%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [65]. Additional levels add further Resist Cold to Advantage (+400%) [+40]. Notes: “Resist Cold 1” is Damage Resistance 10 (Force Field, +20%; Limited, Cold/Ice, -40%; Magical, -10%) [35] + Immunity to Noxious Cold Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Cold/Ice, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+40]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses. Resist Fire (Pyramid #3-63, p. 9) Rework the spell using Resist (Element) spells from GURPS Sorcery: Protection and Warning Spells as examples.

Archmagister's Counsel

You could outfit an entire patrol for an arctic campaign with this. A judicious application of such 'Lattice-work' can turn a frigid wasteland into a strategic advantage, allowing your troops to operate where your enemies cannot.

Source Spell

The resulting spell looks like the following: Resist Cold

Source Spell Types

Individual Spell

Resist Corrosion

25 points.

Resistances & Immunities, Acid

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. All of the subject’s DR (his armor, tough hide, etc.) is immune to being eroded away by acid. This does not protect against actual injury.

Description

This manipulation of the Lattice renders all of the subject's Damage Resistance impervious to corrosive effects for 30 minutes. It will not, however, prevent injury should that DR be overcome; it only ensures the protective layer itself isn't eaten away. An elegant solution for those facing biological or chemical threats.

Statistics

Affliction 1 (HT; Advantage, Resist Corrosion, +90%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Note: “Resist Corrosion” is Internal Sealed (Acid-Resistant Only, -60%; Magical, -10%) [1] + Sealed (Acid-Resistant Only, -60%; Force Field, +20%; Magical, -10%) [8].

Archmagister's Counsel

Equip your sappers with this before they approach the enemy's acidic traps. It’s far cheaper than replacing their armor, and their lives are, of course, a secondary concern.

Source Spell

Resist Corrosion

Source Spell Types

Individual Spell

Resist Earth

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

Resistances & Immunities, Stone, Soil, and Sand

Keywords

Buff, Control, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice grants the subject and their equipment DR 10 per spell level against damage from earth and stone, including attacks that normally bypass basic DR. This also includes noxious natural earth effects, such as a localized choking gas. The effect lasts 30 minutes.

Statistics

Affliction 1 (HT; Advantage, Resist Earth 1, +490%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [65]. Additional levels add further Resist Earth to Advantage (+400%) [+40]. Notes: “Resist Earth 1” is Damage Resistance 10 (Force Field, +20%; Limited, Earth/Stone, -40%; Magical, -10%) [35] + Immunity to Noxious Earth Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Earth/Stone, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+40]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.

Archmagister's Counsel

Ensure your shock troops are warded with this when breaching a Dwarven holdfast or assaulting a geomancer's tower. It's a pragmatic defense against those who think 'earth magic' is just for gardeners.

Source Spell

Resist Earth

Source Spell Types

Earth Spells

Resist Enchantment

28 points or 30 points.

Resistances & Immunities, Enchantment

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This spell, whether you call it Sorcery or Wizardry, applies a manipulation to objects that grants a target item a +3 bonus to resist attempts at enchantment, imposing a -3 penalty on any enchanter foolish enough to try. The improved variant provides a +8 bonus. Costs 28 or 30 points for a full day of protection.

Statistics

Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Resist Enchantment, +50%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [28]. Notes: “Resist Enchantment” is Resistant to Enchantment (+3) (Magical, -10%) [5]. Improved version increases the bonus to +8 [+2].

Archmagister's Counsel

Foolish mages might try to enchant your lord's regalia or weapons. Ensure their armaments are protected with this common lattice-work, making such attempts far more difficult, if not impossible.

Source Spell

Resist Enchantment

Source Spell Types

Individual Spell

Resist Energy

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

Resistances & Immunities, Energy

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This Lattice manipulation grants the subject and their gear an additional DR 10 against all energy damage, be it from an attack or environmental source. Each additional level provides another DR 10. The effect lasts 30 minutes, more than enough time to cross a lava stream or weather a lightning storm. It does not carry a detectable magical signature.

Statistics

Affliction 1 (HT; Advantage, Resist Energy 1, +450%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [61]. Each additional level adds more levels of Resist Energy to the Advantage (+450%) [+45]. Note: Each level of “Resist Energy” is DR 10 (Force Field, +20%; Limited, Energy, -20%; Magical, -10%) [45].

Archmagister's Counsel

Ensure your shock troops are warded with this before they breach a Dragon's lair or face a court magus. A dead soldier is a waste of good coin and training; a warded one is a tactical advantage.

Source Spell

Resist Energy

Source Spell Types

Buff Spells

Resist Fire

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

Resistances & Immunities, Flame Assaults & Battlefire

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice grants the subject immunity to fire. The subject and their gear gain DR (Damage Resistance) equal to (spell level)x10 against all forms of fire and heat, including direct internal damage. This effect lasts for 30 minutes and can be delivered up to 100 yards away.

Statistics

Affliction 1 (HT; Advantage, Resist Fire 1, +490%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [65]. Additional levels add further Resist Fire to Advantage (+400%) [+40]. Notes: “Resist Fire 1” is Damage Resistance 10 (Force Field, +20%; Limited, Fire/Heat, -40%; Magical, -10%) [35] + Immunity to Noxious Fire Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Fire/Heat, -40%; Magical, -10%) [5]. Further levels increase both DRs by 10 [+40]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses. Scryguard (GURPS Thaumatology: Sorcery, p. 21) Add No Area of Effect, -50% to Scryguard. This changes the full cost from 68 points to 58 points. Slow Fire (Pyramid #3-63, p. 10)

Archmagister's Counsel

When your cavalry must charge through a burning barricade, or your siege engines face the enemy's flaming bolts, this is what keeps them in the fight. The Guild might call it 'crude,' but dead enemies burn just as well as living ones.

Source Spell

The resulting spell looks like the following: Resist Fire (Unofficial Sorcery Errata)

Source Spell Types

Individual Spell

Resist Gravity

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

Resistances & Immunities, Gravity

Keywords

Buff, Damage, Defense, Malediction, 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 immunity to gravity-based attacks, including those from 'Gravity Crush' or graviton beams. The spell increases their Damage Resistance by the spell's level, up to DR 3 for level 3, stacking with existing armor. Casting costs 17 points for level 1, plus 5 points per additional level, lasting three minutes within 100 yards.

Statistics

Affliction 1 (HT; Advantage, Resist Gravity 1, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional levels add further Resist Gravity to the Advantage enhancement [+5]. Note: Each level of “Resist Gravity” is Damage Resistance 1 (Force Field, +20%; Limited, Gravity, -60%; Magical, -10%; Malediction-Proof, +50%) [5].

Archmagister's Counsel

While the Guild frets over 'proper' defenses, ensuring your forces can withstand the Lattice's crushing embrace is simply good strategy. A King's guard who can ignore the enemy's gravitational tricks is a guard who wins the field, not a guard who splatters upon it.

Source Spell

Resist Gravity

Source Spell Types

Individual Spell

Resist Pain

39 points.

Resistances & Immunities, Vital Functions & Augmentation

Keywords

Buff, Control, 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 immunity to shock effects, knockdown, physical stun, torture, and other painful or stunning afflictions for 3 minutes. The cost is 39 points per use, and it can be projected up to 100 yards with Innate Attack (Gaze).

Statistics

Affliction 1 (HT;Advantage, Resist Pain, +270%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [39]. Note: “Resist Pain” is Immunity to Pain (Magical, -10%) [27].

Archmagister's Counsel

Prepare your shock troops with this; they'll ignore pain and keep charging, which is far more efficient than worrying about morale.

Source Spell

Resist Pain

Source Spell Types

Body Control Spells

Resist Plasma

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

Resistances & Immunities, Flame Assaults & Battlefire, Energy

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This lattice-work grants the subject and their gear DR 10 against plasma damage, per level, for 30 minutes, whether from direct attacks or environmental hazards. No one will sense a manipulation of the Lattice at play.

Statistics

Affliction 1 (HT; Advantage, Plasma Resistance 1, +250%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [41]. Note: Each level of “Plasma Resistance” is DR 10 (Force Field, +20%; Limited, Plasma, -60%; Magical, -10%) [25].

Archmagister's Counsel

Protect your assets, my Lord. A shrewd ruler understands that even the most formidable warrior is useless if they're melted into slag by enemy plasma weaponry. This spell ensures they arrive intact.

Source Spell

Resist Plasma

Source Spell Types

Plasma Spells

Restoration

32 points.

Healing

Keywords

Healing, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

1 month. By making physical contact with a subject, you may infuse his crippled but whole limb or organ with restorative energies. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants. All injury that crippled the limb or organ in question is healed after 1 month. The part may not be used at all until the month has passed; it simply won’t work, even though it may appear to be healthy. Each healer gets only one attempt per crippled limb. This spell cannot restore lost limbs. Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP!

Description

This spell channels the Lattice's restorative energies into a crippled but intact limb or organ upon touch, healing all damage over one month. The affected part is unusable during this period, even if it appears healthy. This healing fails on lost limbs or body parts. You may only restore subjects of your own or similar races, as determined by the GM. The casting roll is penalized by -2 if the subject is unconscious, and a further cumulative -3 for each successful application of this spell on the same subject within a single day. Each healer gets only one attempt per crippled limb. Critical failure carries a higher cost: 1d fatigue points instead of the usual 1 FP.

Statistics

Healing (Accessibility, Only to restore crippled limbs and organs, -40%; Affects Self, +50%; Capped, 5 FP, -15%; Injuries Only, -20%; Magical, -10%; Onset, 1 month, -40%; Reduced Fatigue Cost 4, +80%) [32].

Archmagister's Counsel

Crippled soldiers are a drain; healed ones are an asset. This spell turns months of recovery into an assured return to duty, assuming your physicians can keep them alive for a month without using the limb.

Source Spell

Restoration

Source Spell Types

Individual Spell

Restorative Armor

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

Armor & Battle Shells

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This working reinforces armor, making it resilient to essence-draining effects. The armor’s existing Damage Resistance against fatigue damage is amplified, and a portion of it applies even to fatigue attacks that typically bypass armor. The base cost is 44 points for level 1, then 40 points for each additional level on top of that. Once cast, this effect lasts for three minutes and can be delivered with a targeting roll of Innate Attack (Gaze) up to 100 yards.

Statistics

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

Archmagister's Counsel

Armor that turns aside the typical nicks and cuts is one thing. Armor that prevents your best warriors from being drained to husks by some arcane parlor trick? That's what you want for your royal guard. Do not confuse showmanship with true protection.

Source Spell

Restorative Armor

Source Spell Types

Individual Spell

Restore

11 points.

Breaking, Shattering, and Ruin

Keywords

Buff, Damage, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes. Temporarily makes a broken inanimate object look as good as new. Other senses will not be fooled, nor will Mage Sight.

Description

This trick of the Lattice makes a broken inanimate object temporarily appear pristine for three minutes. Do not confuse this with true repair; other senses, like touch or smell, will confirm the damage, as will any form of magical sight. The method matters less than the result: a temporary visual deception, requiring an Innate Attack (Gaze) roll to aim.

Statistics

Affliction 1 (HT; Accessibility, Only on broken objects, -20%; Advantage, Restore, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [11]. Note: “Restore” is No Visible Damage (Magical, -10%) [1].

Archmagister's Counsel

This spell is for theatrics, not true recovery. It will put a pretty face on a shattered heirloom for a critical moment, but it won't fix a damn thing. Use it to fool the untutored eye, but be wary of the truly discerning.

Source Spell

Restore

Source Spell Types

Making & Breaking Spells

Restore Hearing

35 points.

Healing

Keywords

Buff, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Temporarily restores the subject’s hearing, regardless of what caused the loss. The eardrums or other organs of hearing must not be completely missing.

Description

This Lattice manipulation temporarily restores a subject's hearing, regardless of the cause, for 30 minutes. It effectively negates Deafness but requires that no essential hearing organs are completely absent. Costs 35 points; requires a successful Innate Attack (Gaze) roll to deliver at up to 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Eardrums must not be completely missing, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Deafness, +200%; No Signature, +20%; Sorcery, -15%) [35].

Archmagister's Counsel

Useful for interrogating the silenced or allowing a valuable scout a brief return to full awareness. A temporary fix, as most wizardly solutions are, but a fix nonetheless.

Source Spell

Restore Hearing

Source Spell Types

Healing Spells

Restore Mana

370 points for level 1 + 50 points/additional level.

Mana, Ley, and Power

Keywords

Area, Healing, Leveled, Persistent

Casting Roll

None. Special casting time (see below).

Range

Self.

Duration

Truly Permanent.

Description

This ritual, demanding an hour of focused effort, restores mana to a dead zone. Each level of the spell increases the area by 2 yards. While it cannot push past the 'average' ambient mana, it makes spellcasting possible again where it was once impossible. It's a permanent effect, mind you; once the Lattice is re-energized, it stays that way.

Statistics

Mana Enhancer 2 (Accessibility, Only to restore dead magic zones, -30%; Area Effect, 2 yards, +50%; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 1 hour, -75%; Nuisance Effect, Cannot bring the mana level higher that the “average”, -10%; Persistent, +40%; Sorcery, -10%; Variable, Area, +5%) [370]. Additional levels add Area Effect (+50%) [+50]. Note: The Sorcery limitation costs -10% because the dependency on ambient mana is lifted for this spell.

Archmagister's Counsel

A dead mana zone is a tactical nightmare. Use this to restore a contested area to operational readiness for your mystics. It also removes an enemy's sanctuary, forcing them into the fight.

Source Spell

Restore Mana

Source Spell Types

Meta Spells

Restore Memory

83 points.

Memory, Thought, and Will

Keywords

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

Casting Roll

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

Range

Unlimited.

Duration

Permanent.

Description

This permanent manipulation of the Lattice restores a subject's lost memories. If the subject is willing, no resistance roll is required. Otherwise, a Contest of Spells using the caster's IQ is needed, with a permanent restoration costing 83 points. This spell can also be used to remove disadvantages by casting against IQ or using the Brainwashing skill.

Statistics

Mind Control (Accessibility, Only to restore memories, -20%; Conditioning Only, -50%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Sorcery, -15%) [83].

Archmagister's Counsel

A subject with their full memory is a far more useful tool, whether for interrogation or as a resource. Use it on your agents, or consider how easily an enemy could restore the memories of one of your 're-educated' assets.

Source Spell

Restore Memory

Source Spell Types

Individual Spell

Restore Metal

10 points.

Metal & Glass

Keywords

Debuff, Malediction, Resisted-Variable

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous. Attempts to reverse the effects of the Rust spell or any natural rust. Treat the resistance roll as for Dispel Magic (see GURPS Thaumatology: Sorcery, p. 21).

Description

This instant-duration Malediction, costing 10 points, allows the caster to target and reverse the effects of other magical rusting or natural corrosion at unlimited range. Its effectiveness is determined by a Will roll and resisted as per Dispel Magic. The Lattice doesn't care if it's alchemical or arcane rust; it still unravels the same.

Statistics

Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Interruption, -50%; One Ability, Rust, -80%; Precise, +20%; Ranged, +40%; Sorcery, -15%) [10].

Archmagister's Counsel

Understanding this spell is crucial for any forge-master; it can save an entire arsenal from sabotage with a mere flick of the wrist. Keep a watchful eye, for rust can be caused by more than just weather.

Source Spell

Restore Metal

Source Spell Types

Individual Spell

Restore Sight

65 points.

Healing

Keywords

Buff, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Temporarily restores the subject’s sight, regardless of what caused the loss. The eyes must not be completely missing.

Description

This Lattice manipulation temporarily restores the subject’s sight for 30 minutes, regardless of the cause of loss, provided the eyes are not entirely absent. It costs 65 points and requires an Innate Attack (Gaze) roll to aim.

Statistics

Affliction 1 (HT; Accessibility, Eye must not be completely missing, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Blindness, +500%; No Signature, +20%; Sorcery, -15%) [65].

Archmagister's Counsel

Your scouts will be useless if they’re blind. A brief moment of clarity, courtesy of Sorcery or Wizardry, is all that’s needed to gain an advantage in the field. Don't mistake a peasant's 'divine blessing' for anything more than simple Lattice-work.

Source Spell

Restore Sight

Source Spell Types

Healing Spells

Restore Speech

40 points.

Healing, Communication & Empathy

Keywords

Buff, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Temporarily restores the subject’s speech, regardless of what caused the loss. The tongue and vocal cords cannot be completely missing.

Description

This spell, priced at 40 points, temporarily restores a subject's speech for 30 minutes, irrespective of the cause of their muteness. It functions as an Affliction that negates the Mute disadvantage. This manipulation of the Lattice requires that the tongue and vocal cords be present, even if damaged, and has an effective range of 100 yards, requiring an Innate Attack (Gaze) roll to aim.

Statistics

Affliction 1 (HT; Accessibility, Tongue and vocal cords must not be completely missing, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Mute, +250%; No Signature, +20%; Sorcery, -15%) [40].

Archmagister's Counsel

Ensure your heralds and diplomats are never truly silenced. A well-placed 'Restore Speech' can turn a strategic capture from a liability into an intelligence asset or let a mute messenger deliver critical battle plans.

Source Spell

Restore Speech

Source Spell Types

Healing Spells

Resurrection

230 points.

Safeguards & Reliefs

Keywords

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

Casting Roll

None. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

1 minute.

Description

This potent manipulation of the Lattice returns a recently deceased creature to life, provided its body is not utterly destroyed. A successful touch attack is required to apply this effect. The Guild calls it a miracle; I call it a robust application of regenerative and vitalizing forces.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Resurrection, +2,250%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [230]. Notes: “Resurrection” is Regeneration (Very Fast; Cosmic, Works on the dead, +50%) [150] + Unkillable 1 (Cosmic, Works on the dead, +50%) [75]. This version of Cosmic means it only works on the dead – not injured living creatures – and gives one try, ever.

Archmagister's Counsel

Resurrection can restore a fallen champion to the battlefield or interrogate a foe who thought death was an escape. Do not waste such power on commoners; reserve it for those whose continued service benefits the realm. This is about investment, not sentiment.

Source Spell

Resurrection

Source Spell Types

Individual Spell

Resuscitate

123 points.

Lesser Hexes & Afflictions

Keywords

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

Casting Roll

IQ. Use DX or unarmed attack skills to hit.

Range

Touch.

Duration

Instantaneous.

Description

This Lattice manipulation, costing 1 FP and requiring a successful IQ roll, instantly restarts a subject's heart or lungs if they are suffering from asphyxiation, drowning, or a heart attack. Alternatively, and for the same cost, it can trigger a secondary heart attack with an initial 4d crushing attack, potentially leading to unconsciousness, against a living creature not already in such distress. The method of application requires touch, either successful or as an unarmed attack.

Statistics

Healing (Accessibility, Only to stop drowning, asphyxiation, or heart attack, -60%; Affects Self, +50%; Affliction Only, -40%; Magical, -10%; Reduced Fatigue Cost 11, +220%; Xenohealing, Anything Alive, +80%) [102] + Crushing Attack 4d (Accessibility, Only on living creatures not dying from drowning, asphyxiation, or heart attack, -5%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Melee Attack, Reach C, Cannot Parry -35%; Malediction 1, +100%; No Knockback, -10%; No Signature, +20%; Side Effect, Unconsciousness, secondary Heart Attack, +310%; Sorcery, ‑15%) [101/5=21]. Note: These two abilities are bought as Alternative Abilities.

Archmagister's Counsel

A useful, if mundane, application for keeping your valued, if clumsy, knights breathing. Or, if the situation calls for it, a rather blunt way to ensure an enemy takes a permanent and 'natural' dirt nap. The Guild ignores such utility, but a Lord appreciates it.

Source Spell

Resuscitate

Source Spell Types

Individual Spell

Retch

28 points.

Sorcerous Services & Rites

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

9 seconds.

Description

This manipulation of The Lattice forces the subject to violently vomit for 9 seconds. Following this rather unpleasant display, they are left stunned, requiring successful HT rolls each second to recover. It's an Affliction (HT) that prioritizes a fixed duration and the 'Retching' effect, all while making it virtually untraceable to its source.

Statistics

Affliction 1 (HT; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/20, -25%; Retching, +50%; Sorcery, ‑15%) [28].

Archmagister's Counsel

If you wish for an opponent to literally bring up their lunch before battle, this is your play. Don't underestimate the demoralizing effect of a spewing foe, especially when their subsequent stunned state leaves them vulnerable to follow-up, shall we say, 'negotiations'.

Source Spell

Retch

Source Spell Types

Individual Spell

Retribution

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

Wards, Shields, and Barriers

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

One minute or until triggered.

Description

This cynical manipulation of the Lattice ensures that any physical attack against the subject that deals damage will instantly reflect the same amount of damage back onto the attacker, bypassing their defenses. The spell ends upon this reflection. It cannot be aimed, but the effect triggers automatically if the subject is struck. This costs 60 points for the first level, and 49 points for each additional level you seek to inflict upon the foolhardy aggressor. The effect lasts one minute or until triggered by an attack within 100 yards.

Statistics

Affliction 1 (HT; Advantage, Retribution 1, +490%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [60]. Additional levels add further Retribution to the Advantage enhancement [+49]. Notes: Each level of “Retribution” is Damage Resistance 7 (All-or-Nothing, -10%; Cosmic, Irresistible Attack, +300%; Cosmic, No Active Defense Allowed, +300%; Force Field, +20%; Magical, -10%; Provides no DR, -100%; Reflection, +100%; Single Use, x0.2) [49] with each DR 7 converted into 2d per p. B269.

Archmagister's Counsel

This little piece of Lattice-work is a marvelous deterrent for impetuous assassins. Remind your Royal that an unseen defense is often the most potent offense, especially when the attacker suddenly finds their own blade piercing their back, metaphysically speaking.

Source Spell

Retribution

Source Spell Types

Dungeon Fantasy Spells

Retro-Reading

11 points.

Readings & Analysis

Keywords

Information, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This spell grants an instantaneous impression of the last individual to read a specific book or passage, which the sorcerer must engage with during the casting. It requires touching the written material, concentrating for one second, and successfully rolling against IQ. This is psychometry, accessible only via books, active, and sensitive.

Statistics

Psychometry (Accessibility, Only books, -40%; Active Only, -20%; Sensitive, +30%; Sorcery, -15%) [11].

Archmagister's Counsel

Understanding who last touched a sensitive text can expose a rival's curiosity or, more importantly, prove their prior access to critical information. The Guild might squabble over 'attunement' versus 'sympathy,' but the Lattice simply reveals its secrets to those who bother to ask.

Source Spell

Retro-Reading

Source Spell Types

Individual Spell

Retrogression

95 points.

Communication & Empathy

Keywords

Debuff, Malediction, No-Signature, Resisted-Variable

Casting Roll

Will.

Range

100 yards.

Duration

Instantaneous or 3 minutes. Causes a subject to re-experience an event from his past life (or lives!). This can be a torment or as a boon. Different kinds of memories have different effects. A terrifying memory requires a Fright Check at -3 or more; the memory of one’s violent death, for example (in a campaign where Resurrection is possible), requires a Fright Check at -5 (but no more). The memory of a wound or illness requires a HT roll; failure stuns the subject. A memory of slavery or degradation reduces Will by 1 for 3 minutes unless a Will roll is made. A memory of personal triumph and power increases Will by 1 for 3 minutes. The GM judges the effects of any other type of memory, but it should not impose a disadvantage worth more than -10 points or an advantage worth more than 5 points. The caster only specifies the type of event to be relived; he cannot use this spell to “rummage” through the memories of the subject.

Description

This manipulation of the Lattice forces a subject to relive a past event, whether from this life or previous incarnations. It can induce a Fright Check at -3 to -5 for terrifying memories, stun on a failed HT roll for painful ones, or diminish Will by 1 for 3 minutes for memories of degradation, unless a Will roll succeeds. Conversely, a memory of triumph can temporarily boost Will by 1 for 3 minutes. The caster defines the type of memory, not its specific content, and the effects range from a maximum of -10 points worth of disadvantage to +5 points worth of advantage.

Statistics

Alternative Abilities [95]: Affliction 1 (Will or HT; Accessibility, Must be related to a memory, -20%; Advantage, Variable, +50%; Based on Will, +20%; Disadvantage, Variable, +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Selectivity, +10%; Sorcery, -15%) [33/5=7] + Terror 5 (Accessibility, Penalty depends on the severity of the memory, -30%; Active, +0%; Increased Range, 10x, +30%; Presence, +25%; Sorcery, -15%) [88].

Archmagister's Counsel

Understanding what breaks a man can be as useful as knowing what makes him strong. Deploy this wisely; a general paralyzed by a past defeat is as good as dead, and the Guild’s 'ethics' on manipulating the mind are merely suggestions for the unwary.

Source Spell

Retrogression

Source Spell Types

Communication and Empathy Spells

Return Missile

47.25 points/level.

Grand Arcana & Constructs

Keywords

Control, Damage, Defense, Utility

Casting Roll

IQ/2 + 3

Range

Self.

Duration

Instantaneous.

Description

This Lattice manipulation, when active as an instant-duration defense, converts incoming ranged attacks into outbound projectiles. Each level grants DR 7 which, upon a successful defense roll against a ranged attack, is redirected back at the attacker as 2d damage per DR 7. It's a rather elegant counter to those who believe distance grants safety.

Statistics

Damage Resistance 7 (Active Defense, -40%; All-or-Nothing, ‑10%; Force Field, +20%; Limited, Ranged, ‑20%; Reflection, +100%; Sorcery, -15%) [47.25/level] 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

Why simply block a threat when you can send it back with interest? A well-placed 'Return Missile' in a pitched battle is worth a dozen archers. Your enemies will learn what happens when they throw rocks at a mountain.

Source Spell

Return Missile

Source Spell Types

Assorted Spells

Returning Weapon

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

Weapons & Battlework, Technological

Keywords

Buff, Damage, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. Projectiles fired by the affected weapon dematerialize and reform in your possession. When cast on a thrown weapon, it appears directly in your hands, and ammo appears – intact – in your quiver, magazine, or equivalent. Any single-use effect on the projectile is still expended, though. If the weapon has RoF greater than 1, then the number of returned projectiles is equal to the spell level.

Description

This spell, for 40 points, makes projectiles fired from the target weapon return to your possession for 30 minutes. Each level of the spell allows for more projectiles to return from weapons with a Rate of Fire greater than 1. Thrown weapons reappear in your hand, and ammunition in its proper container. Single-use effects on projectiles are still consumed.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Returning Weapon 1, +260%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [40]. Each additional level adds more Returning Weapon to the Advantage enhancement (+80%) [+8]. Notes: “Returning Weapon 1” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Returning Weapon imbuement skill from Pyramid #3-13.

Archmagister's Counsel

A fine enchantment for your archers, my Lord. Imagine the savings on ammunition, or the sheer terror of an enemy facing an endless hail of bolts. The Guild insists on calling it 'arcane archery,' but it's just efficient resource management.

Source Spell

Returning Weapon

Source Spell Types

Gunman Spells

Reveal Function

9 points.

Detection & Appraisal

Keywords

Information, Touch

Casting Roll

IQ.

Range

Touch.

Duration

Instantaneous.

Description

This spell allows the caster to ascertain the functions of any touched machine. If multiple functions exist, they are revealed from simplest to most complex, with an indication that further functions remain. It costs 9 points, is cast with IQ, has a range of Touch, and is instantaneous.

Statistics

Psychometry (Accessibility, Machines Only, -20%; Accessibility, Only to reveal functions, -30%; Active Only, -20%; Sensitive, +30%; Sorcery, -15%) [9].

Archmagister's Counsel

Understanding an opponent's mechanisms, whether they are crude contraptions or subtle machinations of state, is vital. Use this to discern what a foreign device *actually* does, not what its engineers claim.

Source Spell

Reveal Function

Source Spell Types

Individual Spell

Reveal Magic

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

Detection & Appraisal

Keywords

Area, Information, Leveled, Persistent

Casting Roll

Per. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This manipulation of the Lattice reveals magical auras within a target area of 2 yards, expanding by +2 yards for each additional level, making them visibly glow with the intensity of a torch. It persists for 30 seconds, allowing all who see the area to witness the magical emanations. Cost: 38 points for level 1, +5 points per additional level. Target within 100 yards; use Per or Innate Attack (Gaze) to aim.

Statistics

Detect (Magic; Area Effect, 2 yards, +50%; Cannot Analyze, -10%; Extended Duration, 10x, +40%; Persistent, +40%; Precise, +100%; Ranged, +40%; Reflexive, +40%; Sorcery, -15%; Visible, -10%) [38]. Additional levels add Area Effect (+50%) [+5].

Archmagister's Counsel

A Lord should ensure this spell is used regularly to sweep his court for any whispers of enchantment, as its persistent nature leaves little room for pretenses or hidden gifts. Remember, the Lattice reveals all secrets, regardless of the 'school' of the weaver.

Source Spell

Reveal Magic

Source Spell Types

Assorted Spells

Reverie of Ruin

7 or 57 points.

Readings & Analysis

Keywords

Defense, Information

Casting Roll

IQ. Special casting time (see below).

Range

Self.

Duration

Instantaneous.

Description

This spell allows the caster to pluck a thread of their own fate, experiencing a vision of their demise. The price of this foresight is a 3d Fright Check against the grim tableau. The standard version costs 7 points; an improved variant, speeding up the vision's clarity, costs 57 points.

Statistics

Precognition (Accessibility, Self Only, -10%; Active Only, -60%; Backlash, Fright Check, -15%; Magical, -10%; One Event, Death, -40%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%) [7]. The improved version adds Reduced Time 10 (+200%) [+50].

Archmagister's Counsel

A Lord should understand that knowing your end isn't always power. It often just makes you paranoid, or worse, reckless. Better to shape the future than merely glimpse it.

Source Spell

Reverie of Ruin

Source Spell Types

Least Spells

Reverse Gravity

275 points.

Gravity

Keywords

Area, Control, Defense, Persistent

Casting Roll

IQ.

Range

100 yards.

Duration

10 seconds.

Description

This working inverts the very connection to the Lattice that anchors objects, causing everything within the affected 10-yard radius to fall skyward. The effect persists for 10 seconds, but the duration cannot be extended through concentration. One cannot increase the area of effect once cast; it is a single, decisive wrench in the world's fabric.

Statistics

Control Gravity 5 (Accessibility, Only to reverse gravity, -50%; Cannot concentrate to extend duration, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [55] + Control Gravity 20 (Accessibility, Only to reverse gravity, -50%; Cannot concentrate to extend duration, -10%; Does not increase area, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [220].

Archmagister's Counsel

You wish to clear an entrenched position? Send their heavy infantry into the clouds. There's no honor in a fair fight when you can make gravity fight for you.

Source Spell

Reverse Gravity

Source Spell Types

Individual Spell

Reverse Plant Growth

29 points.

Growth, Blessing, and Husbandry

Keywords

Buff, Defense, No-Signature, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice rapidly reverses a plant's growth, causing it to regress in age until it becomes a seed or a fingernail-sized plant over a duration of 30 minutes. If the target plant is sentient, its clothing and gear, up to its Basic Lift, will also regress with it. This effect operates at 100 yards and has no outward signature.

Statistics

Affliction 1 (HT; Accessibility, Plants Only, -40%; Advantage, Reverse Plant Growth, +180%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [29]. Notes: “Reverse Plant Growth” is Alternate Form (Seed; Active Change, +20%; Gradual Change, -10%; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [17]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so.

Archmagister's Counsel

Instead of felling a forest by hand, consider a series of these manipulations. No need for axes when the Lattice offers a more elegant solution. The Guild tries to pretend this isn't possible, of course.

Source Spell

Reverse Plant Growth

Source Spell Types

Individual Spell

Rhabdomancy

34 points.

Divination & Omens

Keywords

Defense, Information

Casting Roll

Per.

Range

Unlimited.

Duration

Instantaneous. Rhabdomancy is divination with rods, such as dowsing rods. A rod is held in the hand, or a forked stick in both hands. The diviner walks over the site where the desired object or substance might be found. If the subject of the divination is present, the GM makes a Per roll for the caster in secret. This takes Long-Distance penalties (p. B241). On a success, the stick points downward or twitches when the caster passes over it. This is best for finding caves, underground water, veins of metal or mineral, buried treasure, grave sites, or archaeological ruins. It cannot be used to locate things that are not buried in natural earth.

Description

This is a divination technique, using a mere rod or forked stick, to locate specific buried objects or substances. The GM makes a secret Per roll, applying Long-Distance penalties as necessary. On a success, the rod indicates the target by twitching or pointing down. It is effective for caves, water, mineral veins, treasure, graves, and ruins—anything naturally buried—but useless otherwise.

Statistics

Slotted Cosmic Power 1 (18) (Limited, Trait, Detect, -50%; Sorcery, -15%) [34]. Note: Effectively, this spell emulates effects of the Detect (Subject; Common) [20] advantage with Accessibility, Only downward, -20%; Cannot Analyze, -10%; Environmental, Ground, -20%; Long-Range 1, +50%; and Requires a dowsing rod, -10% for the total cost of 18 points.

Archmagister's Counsel

You can uncover half a kingdom's worth of resources with enough dowsing rods and Sorcerers, but for high-value targets, invest in detection spells that don't rely on 'natural' burial. The Lattice offers more precise methods if you're willing to pay.

Source Spell

Rhabdomancy

Source Spell Types

Individual Spell

Ricochet

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

Weapon Boons & Retaliations

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This spell allows projectiles or thrown weapons to defy conventional physics, bouncing off environmental obstacles to strike targets, effectively ignoring cover. The Lattice ensures the shot finds its mark, regardless of the material properties of what it reflects from. It costs 36 points for the first level, granting the weapon a 100-yard range and a three-minute duration. Additional levels cost 16 points each, reducing targeting penalties.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Ricochet, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Ricochet” 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 Bank Shot imbuement skill.

Archmagister's Counsel

A clever Lord uses this not for sport, but for assassination, striking from angles thought impossible. Your engineers and tacticians should master this for siege warfare and urban skirmishes; a projectile that laughs at cover is a potent weapon indeed.

Source Spell

Ricochet

Source Spell Types

Individual Spell

Ride the Lightning

14 points/level.

Speed, Haste, and Handling, Lightning & Radiant Assaults

Keywords

Aura, Control, Damage, Defense, Melee, Obvious, Persistent, Travel

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

When moving at full speed, you generate a damaging electrical aura, dealing 1d burning surge damage per spell level to anyone in the hexes you pass through. This is an indefinite effect sustained at 14 energy points per level.

Statistics

Burning Attack 1d (Accessibility, Only when traveling at full Move, -30%; Area Effect, 1 yard, +25%; Aura, +80%; Melee Attack, Reach C, -30%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [14/level].

Archmagister's Counsel

This 'Lattice-work' allows a lone operative to clear out entire formations of lesser enemies simply by running through them. A king who commands such power can swiftly break a siege with a single runner.

Source Spell

Ride the Lightning

Source Spell Types

Individual Spell

Rider

20 points.

Animal Companions, Mounts, and Summons

Keywords

Control, Debuff, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

3 minutes.

Description

This spell compels an animal to behave as a trained, loyal mount for 3 minutes, regardless of its previous disposition or training. You still need to make a Riding roll as usual; this merely ensures the creature cooperates. It costs 20 energy to pluck this thread of the Lattice.

Statistics

Mind Control (Accessibility, Animals Only, -25%; Accessibility, Only to make the animal a loyal rider, -50%; Fixed Duration, +0%; Independent, +70%; Sorcery, -15%; Suggestion, -40%) [20].

Archmagister's Counsel

Why bother with years of training when a few moments of focused will can turn any beast into a temporary steed for your scouting parties? Don't let your enemies forget this convenient truth.

Source Spell

Rider

Source Spell Types

Animal Spells

Rider Within

12 points.

Animal Companions, Mounts, and Summons

Keywords

Control, Debuff, Malediction, Persistent, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Indefinite.

Description

This manipulation of the Lattice allows the caster to perceive through the senses of any animal. It's essentially a remote viewing linked directly to the beast's nervous system, permitting full sensory experience as if you were the animal itself. The target animal resists with a Will roll upon initial casting.

Statistics

Mind Reading (Accessibility, Animals Only, -25%; Sensory Only, -20%; Sorcery, -15%) [12].

Archmagister's Counsel

A clever lord uses this to scout enemy positions without risking his own agents, or to find game in a dense forest. The beast doesn't even know it's being 'ridden' by your awareness; only the outcome matters.

Source Spell

Rider Within

Source Spell Types

Animal Spells

Rift to Hell

313 points.

Emotion & Morale

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This working creates a flaming interplanar rift beneath the subject, provided they are standing on a solid surface. This is a Malediction resisted by Will. Failure transports the subject to a random location in Hell, an effect that can only be reversed by a Remove Curse spell. The underlying Lattice manipulation is instantaneous and has unlimited range.

Statistics

Affliction 1 (Will; Advantage, Rift to Hell, +2,900%; Based on Will, +20%; Environmental, Ground, -20%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Can be reversed by Remove Curse, -30%; Sorcery, -15%) [313]. Notes: “Rift to Hell” is Jumper (Interplanar; Cosmic, No die roll required, +100%; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, ‑20%; Reliable +10, +50%) [290]. The +10 for Reliable cancels the -10 for no preparation. The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

You cannot prosecute a man who simply ceases to be in your kingdom. This is remarkably effective for inconvenient rivals, provided you don't object to them having a potentially inconvenient, albeit hellish, vacation.

Source Spell

Rift to Hell

Source Spell Types

Individual Spell

Rigid Armor

32 points.

Armor & Battle Shells

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice renders flexible armor rigid. It thus negates blunt trauma reduction and applies its full DR against grappling maneuvers for 3 minutes. The cost is 32 points, and it requires no casting roll, only aiming with an Innate Attack (Gaze) out to 100 yards.

Statistics

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

Archmagister's Counsel

When your armored troops face down grapplers, this simple plucking of the Lattice makes their gear an unbreakable shell. The Guild might call it 'crude,' but the results speak for themselves on the battlefield.

Source Spell

Rigid Armor

Source Spell Types

Individual Spell

Ripple Message

7 points.

Communication & Empathy

Keywords

Utility

Casting Roll

IQ.

Range

1,000 miles.

Duration

Instantaneous.

Description

This spell allows the caster to transmit a message, up to one minute in length, via subtle gravity waves. The signal broadcasts in all directions across 1,000 miles. Any attempt at interception requires a successful Electronics Operation (Communications) roll.

Statistics

Gravity-Ripple Comm (Send Only, -50%; Sorcery, -15%) [7].

Archmagister's Counsel

A thousand miles, you say? If you want to coordinate a hundred agents across the realm with a single, untraceable command, this is how you do it. The Guild's 'Sending' spells are for parlor tricks. This is for winning wars.

Source Spell

Ripple Message

Source Spell Types

Individual Spell

Ripple Sense

7 points.

Arcane Utilities & Implements

Keywords

Persistent, Utility

Casting Roll

IQ.

Range

Self.

Duration

Indefinite.

Description

This Persistent manipulation of the Lattice grants the caster the passive ability to receive messages transmitted via Ripple Message or other gravity-ripple communicators. The cost for this utility is 7 points.

Statistics

Gravity-Ripple Comm (Receive Only, -50%; Sorcery, -15%) [7].

Archmagister's Counsel

Ensure your intelligence officers have this; it lets them listen in on communications the Wizard's Guild is convinced only *they* can master. The Lattice doesn't care about their 'proprietary' signals.

Source Spell

Ripple Sense

Source Spell Types

Individual Spell

Ritual of Reaping

1 or 19 points.

Battle Blessings & Readiness

Keywords

Buff, Defense, No-Signature, Persistent, Utility

Casting Roll

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

Range

Self or 100 yards.

Duration

Indefinite or 90 minutes.

Description

This Lattice manipulation allows for the effortless harvesting of food plants barehanded, ensuring no damage to the produce and no collection of inedible parts. It effectively reduces harvest time by 20% or permits an additional foraging roll each hour. The base version costs 1 point, while an improved version, costing 19 points, can be aimed via Innate Attack (Gaze) and lasts 90 minutes. Both versions have no magical signature; the basic is indefinite in duration and self-only, while the improved version has a range of 100 yards.

Statistics

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

Archmagister's Counsel

Ensure your foragers are gifted with this on any extended campaign in hostile territory. A full belly and swift harvest is a better morale booster than any bard, and cheaper than hiring mercenaries for protection during a prolonged gathering.

Source Spell

Ritual of Reaping

Source Spell Types

Least Spells

Rive

23.2 points/level.

Locks, Seals, and Traps

Keywords

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

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Pokes a hole in an object. Does 1d pi++ damage to the subject (works only on inanimate items) per level of the spell. See p. B557, for DR and HP of various items. DR does not protect against this! The caster may deal less damage, if he wishes.

Description

This brutal manipulation carves a hole through inanimate objects, inflicting 1d pi++ damage per level against the target. Importantly, it bypasses all structural resilience (‘DR’ in Guild-speak), making even the most fortified barriers vulnerable. The caster may choose to inflict less than the maximum damage.

Statistics

Huge Piercing Attack 1d (Accessibility, Only on objects, -10%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable, +5%) [23.2/level].

Archmagister's Counsel

Why bother with lock picks or sieges when a simple whisper to the Lattice can obliterate any obstacle? This spell turns any 'impenetrable' defense into a mere suggestion. Use it to gain entry, or disable crucial enemy equipment without a single sword stroke.

Source Spell

Rive

Source Spell Types

Making & Breaking Spells

Rock Drop

6 points/level.

Missiles, Jets, and Rays

Keywords

Control, Damage, Defense, Missile

Casting Roll

None. Use Innate Attack (Gaze) or Artillery (Bombs) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This unsightly application of the Lattice conjures a boulder above a single target, letting physics do the rest. The projectile inflicts 1d crushing damage per level of power, and while it has no knockback (a minor mercy), it strikes from directly overhead. Accuracy is determined by the caster's Innate Attack (Gaze) or Artillery (Bombs), whichever is better, with standard range penalties applying.

Statistics

Crushing Attack 1d (Increased 1/2D, 10x, +15%; No Knockback, -10%; Overhead, +30%; Sorcery, -15%) [6/level].

Archmagister's Counsel

Why bother with siege engines when a few well-placed words can drop a mountain on your enemy's head? Position your 'Sorcerers' on a hill overlooking a key pass; the disruption to troop formations alone is worth the occasional misfire.

Source Spell

Rock Drop

Source Spell Types

Assorted Spells

Rockwalking

26 points.

Earthshape, Passage, and Transmutation

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. The subject can walk or crawl on walls and ceilings made of rock or stone. They can stop at any point and stick to the surface without fear of falling. Neither feat requires a roll against Climbing skill, provided the surface is one they can cling to. Move while clinging is half the subject’s Basic Move.

Description

This Lattice-work grants the subject the ability to walk or crawl on stone and rock surfaces for 30 minutes, clinging to them at will. Movement while clinging is halved. Should they fall, a successful DX roll to touch the surface followed by a ST roll (penalized by -1 per 5 yards fallen) can halt their descent. This costs 26 points and has no casting roll, though it requires an Innate Attack (Gaze) roll to aim up to 100 yards.

Statistics

Affliction 1 (HT; Advantage, Rockwalking, +100%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [26]. Note: “Rockwalking” is Clinging (Magical, -10%; Specific, Stone and Rock, -40%) [10].

Archmagister's Counsel

Equip your scouts and assassins with this, and suddenly 'impenetrable' castles become mere climbing gyms. Remember, a wizard's 'feather fall' is simply a variation on the same Lattice thread.

Source Spell

Rockwalking

Source Spell Types

Earth Spells

Rooted Feet

31 points.

Commands & Compulsion

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

10 seconds.

Description

This manipulation of the Lattice arrests the subject's momentum, reducing their Move to 0 for 10 seconds. The magic holds them effectively rooted in place. It costs 31 points to implement, its casting relies on sheer Will, and it has an unlimited range.

Statistics

Affliction 1 (ST; Based on ST, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/10, -20%; Slower Move, 0, +50%; Sorcery, ‑15%) [31].

Archmagister's Counsel

A fine example of how to make an enemy's advantageous ground their demise. Use this on a charging cavalry or a fleeing thief; either way, they become a stationary target. It's not about the method, just the outcome.

Source Spell

Rooted Feet

Source Spell Types

Individual Spell

Rotting Death

16 points.

Death Curses & Withering

Keywords

Cyclic, Damage, Debuff, Defense, Healing, Malediction, Melee, Resisted-HT, Touch

Casting Roll

Will. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

5 seconds.

Description

Upon touching a living subject, their flesh begins to rot. For 5 seconds, the subject takes 1d-1 toxic damage each second, resisted by HT. This is not some clever illusion; the damage is real and gruesome.

Statistics

Toxic Attack 1d-1 (Accessibility, Only on living beings, -10%; Based on HT, +20%; Cyclic, 1 second interval, 5 seconds, +250%; Melee Attack, Reach C, Cannot Parry, -35%; Malediction 1, +100%; Random hit location each cycle, +0%; Sorcery, ‑15%; Symptoms, ½ HP, Terrible Pain, +120%) [16].

Archmagister's Counsel

This is a direct, brutal weapon. Touch an enemy combatant once, and watch them collapse. Simple, effective, and excellent for demonstrating your power to would-be usurpers.

Source Spell

Rotting Death

Source Spell Types

Necromantic Spells

Roundabout

23 points.

Lesser Hexes & Afflictions

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous. Change the facing of a subject to any direction desired. This is not a teleport-in-place, but a physical spin. On the subject’s next turn, a roll vs. Body Sense or DX-6 is needed to take any action. If the subject moved 2 or more yards the previous turn, he must make an IQ roll to avoid continuing in the new direction.

Description

This clever manipulation of the Lattice forces a subject to instantly reorient their facing in any direction you choose. It's an inconvenient physical spin, not true displacement. On their subsequent turn, they'll need a successful Body Sense or DX-6 roll to act normally. If they moved two or more yards the prior turn, an IQ roll is required to avoid continuing in the new, inconvenient direction. The cost is 23 points.

Statistics

Affliction 1 (HT; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/180, -40%; Sorcery, -15%; Tipsy, Variant, +10%) [23].

Archmagister's Counsel

A precise application of this 'Lattice-work' can turn a charging knight directly into his own lines, or pivot a duelist to expose their back. Such chaos on the field can be quite advantageous for a discerning lord.

Source Spell

Roundabout

Source Spell Types

Individual Spell

Rouse Beast

25 points.

Animal Command & Repelling

Keywords

Control, Debuff, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

3 minutes.

Description

This manipulation of the Lattice enrages a single animal or one square yard of a swarm. The effect lasts 3 minutes, is subject to the target's Will, and can be cast at any range so long as the caster knows the target exists.

Statistics

Mind Control (Accessibility, Animals only, -25%; Accessibility, Only to enrage, -30%; Emotion Control, -50%; Independent, +70%; Sorcery, -15%) [25].

Archmagister's Counsel

Never discount the tactical advantage of a suddenly furious beast on a battlefield. It matters not if your mage whispers or gestures; only that the enemy's cavalry mount now sees red.

Source Spell

Beast-Rouser

Source Spell Types

Animal Spells

Ruin

108 points.

Breaking, Shattering, and Ruin

Keywords

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

Casting Roll

Will.

Range

100 yards.

Duration

1 minute, the effect stays permanently.

Description

This working plucks the threads of The Lattice to drastically accelerate decay in unliving materials. It inflicts the equivalent of the "Ruin" advantage on the target, permanently, by speeding up the natural process of decomposition. Initial effects on iron and steel are rapid rust, while other materials require sustained effort, lasting 1 minute per casting. The target resists with HT. The cost is 108 points.

Statistics

Affliction 1 (HT; Accessibility, Only on unliving materials, -10%; Advantage, Ruin, +840%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [108]. Note: “Ruin” is Unaging (Age Control, Only Forwards, +10%; Magical, -10%; Reduced Time 23, +460%) [84].

Archmagister's Counsel

Why bother with besieging a gate for months when you can simply unravel its very structure? This working doesn't care about a castle's 'strength' – just its constituent materials. A smart commander uses this on the enemy's siege engines, armaments, or even structural foundations.

Source Spell

Ruin

Source Spell Types

Making & Breaking Spells

Run Across Treetops

20 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice grants the subject the ability to jog or run across treetop canopies for 30 minutes. It's effectively 'Walk on Air,' but restricted to treetops and requiring continuous movement at full Move. The initial cost is 20 points for the subject, delivered via an Innate Attack (Gaze) roll.

Statistics

Affliction 1 (HT; Advantage, Run Across Treetops, +40%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Run Across Treetops” is Walk on Air (Accessibility, Only when moving at full Move, -30%; Environmental, Treetops, -50%; Magical, -10%) [4].

Archmagister's Counsel

Equip your scouts and messengers with this. A foe might expect spies on the ground or in the air, but few look for someone running silent paths above the forest canopy. The Guild wouldn't understand this kind of practicality.

Source Spell

Run Across Treetops

Source Spell Types

Individual Spell

Rune Enchantment

37 points.

Enchantment

Keywords

Damage, Melee, Obvious, Persistent, Touch

Casting Roll

Symbold Drawing.

Range

Touch.

Duration

Truly Permanent. See Chapter 3 of GURPS Thaumatology: Sorcery for details on this spell and enchanting items in general. The Rune Enchantment spell itself cannot be enchanted into an item!

Description

This Sorcerous work directly imbues an item with a permanent runic effect, a truly potent manipulation of the Lattice. It is not cheap, requiring 37 points from the Sorcerer, but it makes an item *truly* magical. It is Persistent, Touch, and Obvious. This particular enchantment, unlike many, cannot itself be enchanted into an item. The full complexities of its use are outlined in Chapter 3 of *GURPS Thaumatology: Sorcery*.

Statistics

Affliction 1 (HT; Accessibility, Only to build magical items, ‑40%; Based on Symbold Drawing, Own Roll, +20%; Cumulative, +400%; Extended Duration, Truly Permanent, +300%; Limited Use, 1/day, ‑40%; Magical, -10%; Melee Attack, Reach C, ‑30%; Special Enhancements, see p. 31 of GURPS Thaumatology: Sorcery, +1,080%; Trigger, Writing Implements, -10%) [36] + Extra Option (Limited access to meditative study for enchanting) [1]. Note: The actual cost of 177 points is divided by five due to this ability being character-point powered.

Archmagister's Counsel

Understanding this spell is crucial for any Lord. It means paying attention to what items touch your Sorcerers' hands, and for how long. A truly permanent enchantment is not to be taken lightly – inspect the items, not just the caster.

Source Spell

Rune Enchantment

Source Spell Types

Individual Spell

Rune of Combat

39 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

Symbol Drawing. Use Symbol Drawing to aim.

Range

100 yards.

Duration

Three minutes.

Description

This rune, once triggered, bestows upon the subject the Combat Reflexes advantage for three minutes. A subtle-enough manipulation of the Lattice to grant what some Wizards call 'precognitive insight' and I call 'not being caught flat-footed.' The cost is 39 points.

Statistics

Affliction 1 (HT; Advantage, Rune of Combat, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Runic Magic, +110%) [39]. Note: “Rune of Combat” is Combat Reflexes (Magical, -10%) [14].

Archmagister's Counsel

Your royal guards should all carry one of these. Combat is less about honor and more about who reacts faster. It doesn’t matter if it's a rune or a prayer; the outcome is the same.

Source Spell

Rune of Combat

Source Spell Types

Individual Spell

Rune of Fireball

11.5 points/level.

Missiles, Jets, and Rays

Keywords

Control, Damage, Missile, Obvious

Casting Roll

Symbol Drawing. Use Symbol Drawing to hit.

Range

100 yards.

Duration

Instantaneous.

Description

Upon activation, this rune unleashes a fiery projectile targeting the trigger. The caster's Symbol Drawing skill determines accuracy, accounting for range penalties from the rune's location. This is effectively a Burning Attack based on the caster's Symbol Drawing, costing 11.5 points per level.

Statistics

Burning Attack (Based on Symbol Drawing, Own Roll, +20%; Runic Magic, +110%) [11.5/level].

Archmagister's Counsel

These runes are a rather unsubtle means of area denial, often marking a wizard's — or sorcerer's — more sensitive possessions or territories. A shrewd lord will identify the signatures of such traps, just as one would recognize a poorly maintained castle wall, and plan accordingly.

Source Spell

Rune of Fireball

Source Spell Types

Individual Spell

Rune of Healing

84 points.

Healing

Keywords

Damage, Healing, Melee, Touch, Utility

Casting Roll

Symbol Drawing.

Range

Touch.

Duration

Instantaneous.

Description

When this symbol is complete, it immediately restores 1d HP to the subject and staunches any bleeding. This bypasses typical healing limitations but cannot restore crippled limbs.

Statistics

Healing (Affects Self, +50%; Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Injuries Only, -20%; No Melee Attack Limitation, +35%; Runic Magic, +110%; Reduced Fatigue Cost 2, +40%) [84]. Note: The 4 HP of healing has been converted to dice per p. B269.

Archmagister's Counsel

Ensure your battlefield medics are trained in this simple Lattice-work. A quick rune can keep a valuable soldier, or indeed, a lord, from bleeding out over some trivial wound.

Source Spell

Rune of Healing

Source Spell Types

Individual Spell

Rust

37 points.

Lesser Hexes & Afflictions

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Permanent.

Description

This foul manipulation rots ferrous metals directly. The target metal suffers HT loss per turn equal to your margin of victory on the casting roll, up to a maximum of 10 HT. The effect is permanent, or until the item loses all its HT and crumbles. This only works on metals that genuinely rust, not those that merely tarnish.

Statistics

Affliction 1 (HT; Accessibility, Rusting metals only, -40%; Attribute Penalty, HT-10, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Penalty cannot exceed margin of victory, -50%; Sorcery, ‑15%) [37].

Archmagister's Counsel

Why bother with brute force against a knight in plate when you can simply crumble his armor to dust? It's a far more elegant solution, and frankly, more amusing.

Source Spell

Rust

Source Spell Types

Individual Spell

Safe Boarding

16 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice allows a subject to traverse a fixed distance up to their Move in yards, walking on air above water. The effect lasts 3 minutes. It's an Affliction (HT) granting Walk on Air, but only over a water surface and for a limited distance, and it does not leave a signature.

Statistics

Affliction 1 (HT; Advantage, Safe Boarding, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [16]. Note: “Safe Boarding” is Walk on Air (Does not fall when knocked down, +30%; Environmental, Over water, -20%; Limited Distance, Move, -80%; Magical, -10%) [4].

Archmagister's Counsel

Ensure your coastal patrols or boarding parties can cross to any vessel or shore point without needing a boat. The Guild will call it 'fancy wading'; I call it practical invasion.

Source Spell

Safe Boarding

Source Spell Types

Individual Spell

Sanctuary

130 points.

Forced Movement & Restraint, Gate

Keywords

Defense, Travel, Utility

Casting Roll

IQ. Special casting time (see below).

Range

Self.

Duration

Instantaneous.

Description

This Lattice manipulation lets you instantaneously shift yourself, and whatever you carry, to a private pocket dimension. Preparing for the jump requires 10 seconds of focused visualization and an IQ roll. You're effectively employing a form of Jumper (Pocket Dimension), which at 130 points, provides extra carrying capacity and is potent enough to avert the usual auto-fail on a roll of 14+ for lesser dimensional shifts.

Statistics

Jumper (Pocket Dimension; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Magical, ‑10%) [130]. Note: The Improved enhancement removes the auto-fail on 14+.

Archmagister's Counsel

Rather than fleeing, a true Lord uses this to establish an immediate, unassailable command center on any battlefield, bringing along maps and advisors without a moment's delay. The Guild prattles about gate spells; I say if it gets you where you need to be with your head intact, the method is academic.

Source Spell

Sanctuary

Source Spell Types

Individual Spell

Sand Blast

12 points.

Stone, Soil, and Sand, Bursts, Barrages, and Bombardment

Keywords

Control, Damage, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Instantaneous. Shoots a 10-yard-long cone of high-speed grit from one hand, inflicting large-area injury (p. B400). Maximum width is 5 yards. This spell has the 1/2D range of 2 yards. Use the rules under Cone Attacks (p. B413), rolling vs. Innate Attack (Beam) to hit the target point. As for any cone, anybody completely screened from the caster is behind cover, and targets may use Dodge and Drop (p. B377) to leave the area or get to cover. Beings with eyes stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be blinded for (20 – HT) seconds.

Description

Unleashes a 10-yard cone of high-speed grit, up to 5 yards wide at its maximum, dealing large-area crushing injury. This attack has a 1/2D range of 2 yards, and is aimed by rolling against Innate Attack (Beam). Targets can attempt a Dodge and Drop to avoid the effect. Furthermore, any being struck in the eyes must make an HT roll, penalized by -1 per 2 points of penetrating damage, or suffer blindness for (20 – HT) seconds. The cost is 12 energy points. Remember, the Lattice doesn't care if you call it elemental manipulation or finely tuned telekinesis, only that it works.

Statistics

Crushing Attack 1d (Cone 5, +100%; Increased 1/2D, x2, +5%; Reduced Duration on Side Effect, 1/60, -35%; Reduced Range, 1/10, -30%; Side Effect, Blindness, +100%; Sorcery, -15%) [12].

Archmagister's Counsel

Ensure your shock troops are equipped with goggles; blindness is a decisive advantage even against disciplined formations. This is less about 'magic' and more about exploiting a fundamental vulnerability with sudden kinetic force.

Source Spell

Sand Blast

Source Spell Types

Artillery Spells

Sand Jet

23 points.

Stone, Soil, and Sand

Keywords

Damage, Defense, Information, Jet, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This particular Lattice-work projects a precise jet of abrasive sand up to 10 yards, aimed by Innate Attack (Beam) and inflicting blindness on an unprotected face. It can be evaded (dodged or blocked) but cannot be parried.

Statistics

Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Blockable, -5%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Jet, +0%; Reduced Duration, 1/60, -35%; Sorcery, -15%; Vision-Based, +150%) [23].

Archmagister's Counsel

A fine way to temporarily incapacitate a foe without messy fatalities. Blind them, then let your guards handle the rest. A 'Wizard' might try to call it 'Crushing the Pebble,' but the effect is the same.

Source Spell

Sand Jet

Source Spell Types

Earth Spells

Sandstorm

181 points for level 1 + 34 points/additional level.

Earthshape, Passage, and Transmutation, Tempests, Lightning, and Winter Weather

Keywords

Area, Control, Damage, Healing, Information, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. Create a circular sandstorm with an “eye” of calm inside (a good place for the caster to stand). The radius of the eye can be up to half that of the storm – or smaller, if the caster wishes. The caster may move the area at Move 1 with a Concentrate maneuver. Roll 4d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage or blunt trauma from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the storm. Second, Dodge values of all creatures within the area of effect are increased by 2 against projectile attacks. Third, the sandstorm gives -4 to all vision rolls made through it. Finally, any creatures in the area of effect, must make a HT roll each second or be blinded for 3 seconds. Simply closing the eyes protects against this effect.

Description

This manipulation of the Lattice conjures a sandstorm, 2 yards in radius per level, with an 'eye' of calm within it, which the caster controls. The storm causes 4d crushing damage with double knockback (but no wounding), and inflicts a -4 penalty to vision rolls and forces a HT roll each second to avoid 3 seconds of blindness. It also grants a +2 bonus to Dodge rolls against projectiles for those within its fury.

Statistics

Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Blindness, +50%; Environmental, Air, -5%; Fixed Duration, +0%; Link, +10%; Mobile 1, +40%; Persistent, +40%; Reduced Duration, 1/60, -35%; Selective Area, Only to create an “eye”, +10%; Sorcery, -15%; Vision-Based, +150%) [40] + Crushing Attack 4d (Area Effect, 2 yards, +50%; Double Knockback, +20%; Environmental, Air, -5%; Link, +10%; Magical, -10%; Mobile 1, +40%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Selective Area, Only to create an “eye”, +10%) [37] + Enhanced Dodge 2 (Affects Others 1, +50%; Area Effect, 5 yards, +50%; Environmental, Air, -5%; Force Field, +20%; Limited, Projectiles, -40%; Link, +10%; Magical, -10%; Mobile 1, +40%; Persistent, +40%; Ranged, +40%) [89] + Obscure Vision 4 (Environmental, Air, -5%; Ranged, +50%; Link, +10%; Magical, -10%; Mobile 1, +40%) [15]. Additional levels add further levels of Area Effect (+50%) to all advantages [+34].

Archmagister's Counsel

A strategically placed sandstorm can sow chaos, blind archers, and scatter formations with ease. Remember, the true genius of its use is in knowing when to unleash its fury and when to simply close one's eyes to avoid its blinding effect, a trivial action considering the chaos it can cause your enemies.

Source Spell

Sandstorm

Source Spell Types

Earth Spells

Sandstrider

21 points.

Earthshape, Passage, and Transmutation

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This spell allows the subject to ignore all DX and Move penalties associated with traversing sandy terrain for 30 minutes. It's a simple manipulation of the Lattice to negate environmental impedance.

Statistics

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

Archmagister's Counsel

Ensure your desert scouts or raiding parties are equipped with this. A faster advance through arid lands means reaching your target before they can raise defenses, regardless of whether it's Wizardry or Sorcery granting the boon.

Source Spell

Sandstrider

Source Spell Types

Earth Spells

Satiation

28 points.

Food

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

1 day.

Description

This simple Affliction enables the subject to ignore their need for food for a full day, preventing hunger's ill effects. It requires an Innate Attack (Gaze) roll to target. A remarkably efficient pluck of the Lattice for something so mundane.

Statistics

Affliction 1 (HT; Advantage, Satiation, +40%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [28]. Note: “Satiation” is Doesn’t Eat or Drink (Food Only, -50%; Magical, -10%) [4].

Archmagister's Counsel

Equip your scouts and infiltrators with this, my Lord. They can bypass supply lines and forage risks, focusing solely on the mission, and we can all pretend the Guild could do better.

Source Spell

Satiation

Source Spell Types

Food Spells

Sawhand

1 point.

Arcane Utilities & Implements

Keywords

Damage, Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This minor manipulation of the Lattice allows the caster to imbue their hand with the properties of a saw, specifically for cutting wood or soft metals. The enchantment supports only slow, deliberate movements, rendering it useless for combat or rapid construction. It requires an Accessory (Saw; Sorcery, -15%) [1] to maintain.

Statistics

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

Archmagister's Counsel

Useful for a quick bit of carpentry or as an emergency tool, but do not expect your subjects to fell forests with this paltry trick. It's a parlor trick, not an engine of war.

Source Spell

Sawhand

Source Spell Types

Individual Spell

Scald

7 points or more (see below).

Battlefield Zones & Fields, Heat, Fuel, and Hearthwork, Drowning, Dehydration, and Fluid Assaults

Keywords

Area, Control, Damage, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This Lattice manipulation unleashes a high-pressure blast of superheated steam, causing 1d burning damage over a 2-yard area. For each additional 2 yards of area, increase the cost by 2.5 points. Aim with Innate Attack (Gaze), applying range penalties but a +4 bonus for area effect manipulation. The Scald effect is instantaneous and does not set things alight. This costs 7 points, or more depending on the intended area.

Statistics

Burning Attack 1d (Area Effect, 2 yards, +50%; No Incendiary Effect, -10%; Sorcery, -15%; Variable, Area, +5%) [7]. Further levels add Area Effect (+50%) to the advantage [+2.5*]. * Calculate the total cost, then round down.

Archmagister's Counsel

Why bother with siege engines when a few well-placed Scalds can clear a fortified courtyard of its defenders? The Guild will prattle about 'collateral,' your enemies will simply be dead.

Source Spell

Scald

Source Spell Types

Artillery Spells

Scales

19 or 26 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

90 minutes.

Description

This manipulation of the Lattice grants the subject protective scales, visible to the eye. The basic (19-point) version prevents sunburn. A more robust 26-point variant provides DR 2 with the 'Flexible' and 'Magical' traits. This effect lasts for 90 minutes and can be delivered up to 100 yards away via an Innate Attack (Gaze) roll.

Statistics

Affliction 1 (HT; Advantage, Scales, +10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Notes: “Scales” is Scales (Magical, -10%) [1]. The improved version adds DR 2 (Flexible, -20%; Magical, -10%) [+7].

Archmagister's Counsel

While I appreciate not getting sunburnt, the DR 2 version is what you want for your guards. It's inexpensive protection in a skirmish, and frankly, a bit unsettling for the foe. After all, a scaly guard is a memorable guard.

Source Spell

Scales

Source Spell Types

Individual Spell

Scents of the Past

35 points.

Divination & Omens, Winds, Vapors, and Sky Passage, Time

Keywords

Information, Persistent, Touch, Travel

Casting Roll

IQ.

Range

Touch.

Duration

Indefinite.When cast on a wall or some object, this spell releases whatever scents it may have been exposed to in the past.To cast Scents of the Past, you must touch the subject item or location, concentrate for one second, and make an IQ roll.

Description

This Persistent, Touch spell, requiring an IQ roll, allows one to discern latent scents from an object or location. The roll suffers a cumulative -1 penalty for each order of magnitude of time passed since the scent was laid down: same day (no penalty), -1 for up to 10 days, -2 for up to 100 days, -3 for up to 3 years, etc., up to -5 for 300 years past. A successful casting replays all associated scents, which can be perceived by anyone nearby.

Statistics

Psychometry (Accessibility, Scents Only, -60%; Active Only, -20%; Affects Others, +50%; Immersive, +100%; Nuisance Effects, Can be smelled, -10%; Sensitive, +30%; Sorcery, -15%) [35]. Notes: Nuisance Effect, Can be smelled, -10% is priced the same as Visible, -10%. Affects Others makes it so others can smell the playback of the spell. This affects any number of nearby subjects without requiring the usual multiple levels of that trait. This is a fair trade-off since this ability is so limited.

Archmagister's Counsel

Instead of relying on clumsy detectives or bribing servants, have your agents discretely cast this on an enemy's correspondence or chambers. The odors of their illicit lovers, dangerous chemicals, or foreign spies will expose their treachery far more reliably than any interrogation.

Source Spell

Scents of the Past

Source Spell Types

Spells of the Past

Schematic

5 points.

Readings & Analysis, Technological

Keywords

Information, Touch

Casting Roll

IQ.

Range

Touch.

Duration

10 minutes. Creates detailed technical “blueprints” of the machine subject in the caster’s mind. The caster can browse through the mental schematic at his leisure or the same rate that he could examine actual hardcopy plans for the machine. However, this spell grants no appropriate skills to interpret it. On a success, you create the blueprint. On a failure, you do not create anything, and cannot attempt to create a blueprint of that machine again for 24 hours. The duration is the length of time that the image stays with any useful clarity in the caster’s mind. The schematic can either represent the current state of the object, or the ideal state of the object, at the caster’s discretion. Both can be useful. The latter use even gives plans for an object based only on a tiny fraction of it (at least 5% of the machine’s total mass needs to be present).

Description

For 5 energy, you gain a detailed mental schematic of a machine by touch, lasting 10 minutes. This insight can depict its current state or an ideal state, even from a mere 5% of its total mass. Failure means no schematic is formed and you cannot attempt it again on that machine for 24 hours. The Lattice offers the blueprint; interpreting it is your own damn fault.

Statistics

Psychometry (Accessibility, Machines Only, -20%; Accessibility, Only to create a schematic, -20%; Active Only, -20%; Can create an ideal-state schematic, +20%; Maximum Duration, 10 minutes, -50%; Sensitive, +30%; Sorcery, -15%) [5].

Archmagister's Counsel

This is how you dissect the enemy's siege engines or understand their 'unbreakable' automatons without ever laying a hand on their secret plans. Keep this ability secret, my Lord, and your engineers will always be a step ahead.

Source Spell

Schematic

Source Spell Types

Machine Spells

Scissorhand

1 point.

Arcane Utilities & Implements

Keywords

Defense, Persistent, Utility

Casting Roll

None.

Range

Self.

Duration

Indefinite.

Description

This minor manipulation of the Lattice allows the caster to perform cutting actions similar to scissors using two fingers, without risk of injury, for a cost of 1 point. The duration is indefinite.

Statistics

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

Archmagister's Counsel

A clever field expedient, Lord. While your personal Sorcerer carves a map from a napkin, your enemies will be fumbling for their sheers. Sometimes, the simplest plucking of the Lattice wins the day.

Source Spell

Scissorhand

Source Spell Types

Individual Spell

Scoop

6 points.

Arcane Utilities & Implements

Keywords

Persistent, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This spell conjures a small vessel of force, serving as a persistent, mobile container. With a Concentrate maneuver, one can move this container at Move 1 within a 10-yard radius; exceeding this range disbands the construct. It costs 6 points to maintain indefinitely.

Statistics

Telekinesis 5 (One Task, Carrying, -65%; Sorcery, -15%; Visible, -10%) [5] + Hydrokinesis (Magical, -10%) [1].

Archmagister's Counsel

A fine way to pilfer sensitive documents from a Guild Wizard's office, my Lord. Remember, whether it’s Sorcery or their 'refined' methods, the outcome is the same.

Source Spell

Scoop

Source Spell Types

Individual Spell

Scry Gate

50 points.

Gate

Keywords

Persistent, Travel, Utility

Casting Roll

IQ.

Range

10 yards.

Duration

Indefinite.

Description

This Persistent Gate spell allows you to perceive, reflexively, the sights, sounds, and smells from the other side of an open Gate within 10 yards, as if you were looking through a window. The cost for this discerning glance across the Lattice is 50 points, and your IQ guides its effectiveness.

Statistics

Clairsentience (Accessibility, Only to scry gates, -80%; Aware, +50%; Fixed Range, -5%; Normal Sight, -20%; Second Nature, +70%; Sorcery, -15%) [50].

Archmagister's Counsel

This is how you watch a rival's movements through a well-placed portal, my Lord. It costs them nothing to open a gate; it costs you nothing to know their business, which is just as useful as knowing their thoughts.

Source Spell

Scry Gate

Source Spell Types

Gate Spells

Scryfool

78 points.

Lesser Hexes & Afflictions

Keywords

Buff, Defense, Healing, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five hours.

Description

This cynical manipulation of the Lattice redirects Information spells targeting a primary subject onto a designated decoy. Both subjects must be within range during the 78-point casting. The effect lasts for five hours, allowing ample time for the deception to unfold. Range penalties, if applicable, are determined at casting, not when the actual scrying attempt occurs.

Statistics

Affliction 1 (Advantage, Scryfool, +580%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [78]. Note: “Scryfool” is Obscure 10 (Information Spells; Cosmic, Redirects to a decoy, +100%; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [58].

Archmagister's Counsel

Employ this Lattice-work when you know your enemies are seeking information on a vital asset. Let them waste their efforts on a decoy, feeding them whatever 'truths' you wish, whilst your true target operates unhindered. It matters not if it is Wizardry or Sorcery; only the outcome of your deception matters.

Source Spell

Scryfool

Source Spell Types

Meta Spells

Scrying

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

Divination & Omens

Keywords

Information, Persistent

Casting Roll

IQ.

Range

Special.

Duration

Indefinite.

Description

This spell allows the caster to project their sight to an external point, operating reflexively, for 70 points at level 1, increasing by 5 points per additional level. Its range is special, and its duration is indefinite. This effect provides a continuous, subtle connection to the Lattice, making its use a seamless extension of the caster's will.

Statistics

Clairsentience (Clairvoyance, -10%; Fixed Range, -5%; Second Nature, +70%; Sorcery, -15%) [70].

Archmagister's Counsel

Understanding this Lattice-work means never being truly alone in a room. Use it to keep an eye on rivals, scout ahead, or simply ensure your 'accidents' are never truly unwitnessed. The Guild may call it 'Divination,' but I call it good intelligence.

Source Spell

Scrying

Source Spell Types

Divination Spells

Scrywall

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

Lesser Hexes & Afflictions

Keywords

Area, Defense, Healing, Information, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Eight hours.

Description

This 'hex' weaves an area of the Lattice, making it nearly impossible to scry, detect, or view with anything purporting to be an "Information Spell." The effect grants Obscure 10 (Information Spells), lasting eight hours, regardless of the system used—wizardry, sorcery, divine insight—it all gets muddled. Each additional level expands the affected area.

Statistics

Obscure 10 (Information Spells; Defensive, +50%; Extended Duration, 3,000x, +140%; Ranged, +50%; Sorcery, -15%; Stealthy, +100%; Variable, Area, +5%) [86]. Additional levels add more Area Effect (+50%) [+10].

Archmagister's Counsel

If you wish to keep your lord's activities private, this is far more reliable than trusting to fumbling guards and leaky servants. The Guild's best 'Remote Viewing' will be none the wiser.

Source Spell

Scrywall

Source Spell Types

Meta Spells

Sea Legs

2 or 17 points.

Battle Blessings & Readiness

Keywords

Buff, Defense, No-Signature, Persistent, Utility

Casting Roll

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

Range

Self or 100 yards.

Duration

Indefinite or 30 minutes.

Description

This manipulation of the Lattice grants the subject +3 to resist Seasickness and other forms of motion sickness. The basic application is self-targeting and lasts indefinitely, provided it is maintained, costing 2 points. An improved version, costing 17 points, can be cast at a range of 100 yards with a 30-minute duration, aimed via Innate Attack (Gaze).

Statistics

The basic version is Sea Legs (Extended Duration, 30x, +60%; Sorcery, -15%) [2]. The improved version is Affliction 1 (HT; Advantage, Sea Legs, +10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Note: “Sea Legs” is Sea Legs (Magical, -10%) [1].

Archmagister's Counsel

Naval commanders would do well to ensure their crew, especially those operating vital equipment, have this 'Lattice-work' applied before embarking on a potentially rough voyage. A stable hand on a rolling deck is worth a dozen seasick warriors.

Source Spell

Sea Legs

Source Spell Types

Least Spells

Sealed Mouth

33 points.

Countermagic & Suppression

Keywords

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

Casting Roll

Will. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

6 days.

Description

Through a touch to the victim's face, this manipulation of the Lattice causes their mouth to vanish, leaving smooth skin. This is an Affliction 1 (HT) that applies the Divine Curse (No Mouth) disadvantage for 6 days. As a Melee Attack, Reach C, it's unparryable, with no signature, but requires a target's face for effect.

Statistics

Affliction 1 (HT; Disadvantage, Divine Curse (No Mouth), +30%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Nuisance Effect, Must target face, -15%; Sorcery, ‑15%) [33].

Archmagister's Counsel

This spell is far more effective than any gag when you absolutely need someone silenced. A minor inconvenience for nobility, perhaps, but quite persuasive for capturing a troublesome informant.

Source Spell

Mouth-Goes-Away

Source Spell Types

Forgotten Spells

Searching Roots

42 points or 57 points.

Readings & Analysis

Keywords

Defense, Information

Casting Roll

Per. Use IQ for analysis.

Range

Unlimited.

Duration

Instantaneous.

Description

This manipulation of the Lattice allows a plant’s roots, which the caster is touching, to burrow through the earth and precisely locate buried items like oil, water, tunnels, or treasure. It requires concentration and costs 42 points, or 57 points for an improved version with extended range. The caster then uses their Perception (or IQ for thorough analysis) to interpret the results instantaneously. This effectively grants Detect Buried Objects (Precise, Selective) but with the encumbrance of a rooted plant.

Statistics

Detect Buried Objects (Accessibility, Caster must be touching a rooted plant, -40%; Nuisance Effect, Delay, -10%; Precise, +100%; Requires Concentrate, -15%; Selective Effect, +20%; Sorcery, -15%) [42]. The improved version adds Long-Range 1 (+50%) [+15].

Archmagister's Counsel

Rather than digging aimlessly, this bit of Lattice-plucking makes sure your miners hit paydirt every time, or that your sappers find the enemy's tunnels before they undermine your fortifications. Efficiency, my liege, is always profitable.

Source Spell

Searching Roots

Source Spell Types

Individual Spell

Season

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

Battlefield Zones & Fields

Keywords

Area, Control

Casting Roll

IQ or Cooking.

Range

100 yards.

Duration

Instantaneous. Spices and seasons food in an area up to the spell’s level in radius to the caster’s preference. The caster’s cooking skill determines whether the food tastes any better for it – the spell simply adds the flavors that the caster demands.

Description

This instant manipulation of the Lattice applies preferred spices and seasoning to food within an area up to the spell's level in radius from the caster. The caster’s Cooking skill, not the magic, determines if the result is palatable.

Statistics

Control Food 1 (Cosmetic, Only to season, -80%; Ranged, +40%; Sorcery, -15%) [7]. Additional levels add Control Food +1 (Cosmetic, Only to season, -80%; Only increases area of effect, -50%; Ranged, +40%; Sorcery, -15%) [3/level]. As a special effect, this forms a hemispherical dome, not a cylinder.

Archmagister's Counsel

While this may seem trivial, a well-seasoned meal can boost morale or mask less-than-fresh provisions. A King who can instantly provide a feast, regardless of the larder, always has an advantage.

Source Spell

Season

Source Spell Types

Individual Spell

Seaweed Clutch

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

Plant Lore, Speech, and Passage

Keywords

Area, Control, Damage, Leveled, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This spell compels existing dense seaweed to bind and restrain all within a 2-yard radius, providing Binding 15. Each additional level increases the Area of Effect by +2 yards. The target area must be aimed with an Innate Attack (Gaze) roll; a miss indicates scatter. The effect persists for 10 seconds.

Statistics

Binding 15 (Area Effect, 2 yards, +50%; Can be defended against, -5%; Environmental, Dense Seaweed, -60%; Persistent, +40%; Selective Area, +20%; Sorcery, -15%) [39]. The additional levels add more levels of Area Effect (+50%) [+15].

Archmagister's Counsel

Naval engagements are won, not by bigger ships, but by denying the enemy their ability to move. Cripple their swimmers, drown their boarding parties. It matters not if it's Sorcery or a prayer to the sea-god, only that the enemy is tangled.

Source Spell

Seaweed Clutch

Source Spell Types

Plant Spells