All Spells (Alphabetical)

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Showing 2101-2193 of 2193 sorcerer spells in alphabetical order.

Spell Name Type Cost List Details
Vital Seeker Weapon Boons & Retaliations 15 points or more.
Void Bolt Space 41 points/level.
Volatility Emotion & Morale 27 points.
Volcanic Rain Stone, Soil, and Sand, Winds, Vapors, and Sky Passage, Heat, Fuel, and Hearthwork, Rain, Wind, and Greater Weather 153 points for level 1 + 17.5 points/additional level*.
Volcano Earthshape, Passage, and Transmutation 54 points for level 1 + 39 points/additional level.
Vortex Ring Winds, Vapors, and Sky Passage 3 points.
Walk on Air Forced Movement & Restraint, Breath & Atmosphere, Communication & Empathy 30 points.
Walk on Dust Earthshape, Passage, and Transmutation 22 points.
Walk on Fluid Water Shaping & Passage 44 points.
Walk on Water Water Shaping & Passage 26 points.
Walk Through Metal Metal & Glass 58 points.
Walk Through Plants Growth, Blessing, and Husbandry 21 points.
Walk Through Water Water Shaping & Passage 36 points.
Walk Through Wood Wood, Vines, and Plant Forms 58 points.
Wall of Fire Flame Assaults & Battlefire 30 points for level 1 + 5 points/additional level.
Wall of Ice Ice, Snow, and Frost 29 points for level 1 + 5 points/additional level.
Wall of Incarnum Mana, Ley, and Power 35 points for level 1 + 5 points/additional level.
Wall of Iron Grand Arcana & Constructs, Locks, Seals, and Traps, Metal & Glass 60 points for level 1 + 10 points/additional level.
Wall of Light Radiance, Sight, and Reflection 32 points for level 1 + 10 points/additional level.
Wall of Lightning Lightning of the Air, Lightning & Radiant Assaults, Tempests, Lightning, and Winter Weather, Energy 45 points for level 1 + 5 points/additional level.
Wall of Smoke Breath & Atmosphere, Heat, Fuel, and Hearthwork 32 points for level 1 + 10 points/additional level.
Wall of Stone Stone, Soil, and Sand 140 points for level 1 + 25 points/additional level.
Wall of Thorns Wood, Vines, and Plant Forms 30 points for level 1 + 5 points/additional level.
Wall of Wind Wards, Shields, and Barriers, Winds, Vapors, and Sky Passage 80 points for level 1 + 10 points/additional level.
Wallwalker Battle Blessings & Readiness 30 points.
Ward Arcane Utilities & Implements, Wards, Shields, and Barriers 43 points or fewer.
Ward Against Ageing Safeguards & Reliefs 26 points.
Ward Against Force Resistances & Immunities, Force 17 points for level 1 + 5 points/additional level.
Ward Against Incarnum Resistances & Immunities 21 points.
Ward Against Magic Countermagic & Suppression, Resistances & Immunities 19 points for level 1 + 7 points/additional level.
Ward Against Nuclear Explosions Resistances & Immunities 151 points.
Ward Against the Chosen Ethic Resistances & Immunities 23 points for level 1 + 11 points/additional level.
Warm Rain, Wind, and Greater Weather 7 points for level 1 + 5 points/additional level (or more).
Warp Fetus Lesser Hexes & Afflictions 52 points for level 1 + 10 points/additional level.
Water Jet Drowning, Dehydration, and Fluid Assaults 34 points for level 1 + 8 points per additional level.
Water to Fuel Water Shaping & Passage 7 points/level.
Water to Wine Ice, Snow, and Frost, Food 6 points/level.
Water Vision Senses & Perception, Water Shaping & Passage 17 points for level 1 + 5 points/additional level.
Waterproof Ice, Snow, and Frost 17 points.
Waves Rain, Wind, and Greater Weather 69 points for level 1 + 61 points/additional level.
Waves of Exhaustion Lesser Hexes & Afflictions 16 points/level.
Weaken Breaking, Shattering, and Ruin 13.5 points/level.
Weaken Blood Internal Ruin, Fatigue, and Decline, Death Curses & Withering 41 points.
Weaken Will Emotion & Morale 27 points.
Weapon Self Weapons & Battlework 58 points for level 1 + 2 points/additional level.
Weapon Spirit Weapons & Battlework, Spirits, Wards, and the Dead 174 points.
Web Battlefield Zones & Fields 35 points for level 1 + 10 points/additional level.
Widen Shield Armor & Battle Shells 43 points for level 1 + 24 points/additional level.
Will Lock Pain, Stun, and Collapse, Locks, Seals, and Traps 115 points for level 1 + 25 points/additional level.
Wilting Battlefield Zones & Fields, Death Curses & Withering 25 points.
Wind Winds, Vapors, and Sky Passage, Rain, Wind, and Greater Weather 69 points for level 1 + 61 points/additional level.
Wind Walk Winds, Vapors, and Sky Passage 77 points.
Windstorm Winds, Vapors, and Sky Passage, Tempests, Lightning, and Winter Weather 126 points for level 1 + 25 points/additional level.
Winged Knife Forced Movement & Restraint 4 points/level.
Wisdom Battle Blessings & Readiness 29 points for level 1 + 18 points/additional level.
Wish Arcane Utilities & Implements 230 points.
Wither Limb Body Forms, Limbs, and Alteration, Death Curses & Withering 5 points/level.
Wither Plant Growth, Blessing, and Husbandry, Death Curses & Withering 53 points.
Withering Weapon Weapons & Battlework, Death Curses & Withering 44 points.
Wizard Eye Arcane Utilities & Implements 75 points.
Wizard Hand Arcane Utilities & Implements 58 points.
Wizard Nose Arcane Utilities & Implements 50 points.
Wizardly Workshop Battle Blessings & Readiness 20 points.
Wizard’s Bind Grand Arcana & Constructs 3 points/level.
Wizard’s Escape Grand Arcana & Constructs 6 points.
Wood Golem Wood, Vines, and Plant Forms 34 points.
Wooden Arm Growth, Blessing, and Husbandry 79 points.
Woodfall Growth, Blessing, and Husbandry 5 points.
Word of Blindness Sound 28 points.
Word of Clumsiness Sound 28 points.
Word of Deafness Sound 25 points.
Word of Disablement Sound 27 points.
Word of Distraction Sound 27 points.
Word of Fatigue Internal Ruin, Fatigue, and Decline, Sound 27 points.
Word of Nausea Sound 26 points.
Word of Pain Sound 27 points.
Word of Petrification Sound 43 points.
Word of Sickness Sound 28 points.
Word of Slaying Sound 57 points.
Word of Stunning Pain, Stun, and Collapse, Sound, Holy 27 points.
Word of Weakness Sound 26 points.
Worm Control Animal Command & Repelling 18 points.
Wraith Battle Blessings & Readiness 70 points + 0.9 x Wraith template cost. (280 if using the template from GURPS Magic).
Wrathful Doom Mana, Ley, and Power 24 points.
Writer’s Block Wards, Shields, and Barriers 46 points.
Youth Healing 97 points.
Zeno’s First Paradox Commands & Compulsion 200 points.
Zeno’s Second Paradox Commands & Compulsion 56 points.
Zeno’s Third Paradox Battle Blessings & Readiness 16 points for level 1 + 4 points/additional level.
Zombie Undead Animation & Command, Spirits, Wards, and the Dead, Summoning 18 points.
Zombie Summoning Undead Animation & Command, Spirits, Wards, and the Dead, Summoning 79 points.
Zombie Vehicle Battle Blessings & Readiness 227 points.
Zombify Lesser Hexes & Afflictions 15 points.

Vital Seeker

15 points or more.

Weapon Boons & Retaliations

Keywords

Buff, Defense, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This Sorcerous manipulation of the Lattice imbues a weapon with the uncanny ability to seek out vital points. For every level of Sorcery applied to this spell (up to three), the weapon gains a +1 bonus, which directly negates penalties to hit vital locations or chinks in armor. The weapon retains this heightened accuracy for three minutes. This isn't magic, it's just efficient targeting.

Statistics

Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Vital Seeker 1, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Each additional level adds more levels of Vital Seeker. Note: Each level of “Vital Seeker” is Higher Purpose 1 (Hit vitals; Magical, -10%) [5].

Archmagister's Counsel

Equip your elite guard with weapons touched by this gift, and watch your enemies fall, not to brute force, but to surgical precision. A lord without effective tools is just a man with a fancy hat.

Source Spell

Vital Seeker

Source Spell Types

Individual Spell

Void Bolt

41 points/level.

Space

Keywords

Damage, Defense, Missile, Obvious, Travel

Casting Roll

None. Use Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This spell hurls a missile of pure, crushing void at a single target, dealing 2d crushing damage. It benefits from an Accurate 1 bonus, can strike insubstantial foes, and is so potent it bypasses most magical defenses entirely, due to its 'Cosmic, Irresistible Attack' nature. Casting does not require a roll; success is determined by an Innate Attack (Projectile) skill roll, with standard range penalties. The cost is 41 points per level of crushing damage.

Statistics

Crushing Attack 2d (Accurate 1, +5%; Affects Insubstantial, +20%; Cosmic, Irresistible Attack, +300%; Sorcery, -15%) [41/level].

Archmagister's Counsel

When you need to make something unambiguously *not* there, this provides a fine solution. The Guild tries to complicate such simple destruction with layers of 'elemental' theory, but the Lattice only cares that the target is gone.

Source Spell

Void Bolt

Source Spell Types

Individual Spell

Volatility

27 points.

Emotion & Morale

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute or until a self-control roll is attempted, whichever comes first.

Description

This manipulation of the Lattice punishes the subject's next self-control roll. The penalty applied is precisely their margin of failure on the initial casting roll. The effect endures for one minute or until the subject attempts a self-control roll, whichever comes first, and applies only to sapient beings. This is not a subtle effect, but then, few things worth doing are.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%; Volatility 1, Margin-Based, Single-Use, +6%) [27].

Archmagister's Counsel

Understanding how your enemies react under pressure is paramount. Apply this to an opponent's champion before a duel, or broadcast such a threat widely before negotiations to ensure your terms are met without undue fuss.

Source Spell

Volatility

Source Spell Types

Least Spells

Volcanic Rain

153 points for level 1 + 17.5 points/additional level*.

Stone, Soil, and Sand, Winds, Vapors, and Sky Passage, Heat, Fuel, and Hearthwork, Rain, Wind, and Greater Weather

Keywords

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

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 seconds.

Description

This manipulation of the Lattice causes a 2-yard radius area to be pelted with drops of lava for 30 seconds. Each second, it delivers 3d burning damage with an Armor Divisor (0.2), creating Obscure Vision 5 and an Affliction (HT) causing coughing and acting as a respiratory agent. The area expands with higher levels. Aim this effect with an Innate Attack (Gaze) roll at +4.

Statistics

Burning Attack 3d (Area Effect, 2 yards, +50%; Armor Divisor, (0.2), -50%; Bombardment, Skill-12, -10%; Cyclic, 5 1-second cycles, +500%; Extended Duration, 3x, +20%; Link, +10%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [102] + Obscure Vision 5 (Drifting, +20%; Extended Duration, 3x, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Variable, Area, +5%) [20] + Affliction 1 (HT; Area Effect, 2 yards, +50%; Coughing, +20%; Drifting, +20%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Persistent, +40%; Respiratory Agent, +50%; Variable, Area, +5%) [31]. Improved versions add Area Effect (+50%/level) to all advantages [+17.5*]. * Calculate the total cost, then round up.

Archmagister's Counsel

Direct your spellcasters to use this on troop formations. The chaos of burning, coughing, and blinded soldiers is far more effective than any 'elegant' battlefield maneuver.

Source Spell

Volcanic Rain

Source Spell Types

Lava Spells

Volcano

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

Earthshape, Passage, and Transmutation

Keywords

Area, Control, Persistent

Casting Roll

IQ. Special casting time.

Range

100 yards.

Duration

One day. Causes vapor and lava to spew from a chosen spot of ground. This is not a quick spell, but it is very serious! The volcano starts out small – a small hole spitting stones and vapors – and increase its diameter by a couple of yards per day, if the caster casts it repeatedly. The first effects become visible one hour after the casting, but multiple successive castings are required to create a fully functional volcano. The caster must concentrate for 8 hours every day to keep the volcano growing. This spell can also reactivate a dormant volcano. When the spell is allowed to lapse, the volcano ceases to grow and will soon die (a formerly dormant volcano may stay active at the GM’s discretion). The first level of this spell can create a volcano 10 yards in radius. Every additional level adds one yard to this. Or, to put it another way, the volcano can have an area equal to (spell level)+9 yards in radius.

Description

This potent manipulation of the Lattice conjures a volcano from a designated spot within 100 yards. The initial signs appear an hour after casting, but substantial growth requires sustained focus: the Sorcerer must concentrate for 8 hours daily. Each successive casting, at a cost of 54 points for the first level and 39 points per additional level, increases the volcano's radius by a few yards daily, up to (level + 9) yards. This spell can also reignite dormant volcanoes. If the daily concentration ceases, the volcano's growth arrests, and it quickly becomes dormant itself.

Statistics

Control Terrain (Accessibility, Only to create a volcano, -30%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 10,000x, +160%; Immediate Preparation Required, 8 hours, -90%; Nuisance Effect, Grows slowly, -15%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [54]. Additional levels add Control Terrain (Accessibility, Only to create a volcano, -30%; Cannot concentrate to extend duration, -10%; Extended Duration on Persistent, 10,000x, +160%; Immediate Preparation Required, 8 hours, -90%; Nuisance Effect, Grows slowly, -15%; Only increases area of effect, -50%; Persistent, +40%; Ranged, +40%; Sorcery, -15%) [39/level].

Archmagister's Counsel

Why conquer a region when you can simply render it uninhabitable? A strategically placed Volcano denies your enemies resources and forces them to re-evaluate their entire campaign. A slow burn, but an undeniable victory.

Source Spell

Volcano

Source Spell Types

Earth Spells

Vortex Ring

3 points.

Winds, Vapors, and Sky Passage

Keywords

Area, Control, Damage, Information, Missile, Obvious

Casting Roll

None. Use Innate Attack (Projectile) to aim.

Range

20 yards.

Duration

Instantaneous.

Description

This Lattice manipulation conjures a self-sustaining vortex ring, hurling it forward to inflict 1d-3 crushing damage. It operates as an area-effect (1-yard radius) and delivers double the usual knockback. The ring has no 1/2D, but its effective range is a mere 4 yards. Be aware, this 'wind push' only works where there is air, which should be self-evident to anyone with a modicum of sense.

Statistics

Crushing Attack 1d-3 (Area Effect, 1 yard, +25%; Double Knockback, +20%; Environmental, Air, -5%; Increased 1/2D, 10x, +15%; Reduced Range, 1/5, -20%; Ricochet, +10%; Sorcery, -15%) [3].

Archmagister's Counsel

While 1d-3 crushing damage won't fell a dragon, the double knockback and area effect make this an excellent, low-cost tool for crowd control. Use it to disrupt enemy formations or clear a path for your vanguard, my lord.

Source Spell

Vortex Ring

Source Spell Types

Individual Spell

Walk on Air

30 points.

Forced Movement & Restraint, Breath & Atmosphere, Communication & Empathy

Keywords

Buff, No-Signature, Travel

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes. Air, smoke, and other gases are like solid ground beneath subject’s feet, allowing it to walk up and down “invisible stairs” at its ground Move. This won’t work in a vacuum – there has to be some kind of air present. If the subject gets knocked down or slips, it falls! The subject may attempt one DX roll per second of falling. If it succeeds, it stops in thin air, unharmed. Otherwise, it hits the ground for normal falling damage (see Falling, p. B431).

Description

This manipulation of the Lattice renders air, smoke, and other gases as solid ground beneath the subject's feet for 3 minutes, allowing movement at their ground Move. It fails in a vacuum. Should the subject fall, a DX roll can arrest the descent each second; failure results in normal falling damage.

Statistics

Affliction 1 (HT; Advantage, Walk on Air, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [30]. Note: “Walk on Air” is Walk on Air (Magical, -10%) [18].

Archmagister's Counsel

Why use ladders or siege towers when your troops can simply walk up thin air? Keep this trick reserved for bypassing defenses; its true power lies in its unexpected delivery, not its flashy display.

Source Spell

Walk on Air

Source Spell Types

Movement and Communication Spells

Walk on Dust

22 points.

Earthshape, Passage, and Transmutation

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes. Airborne dust is like solid ground beneath subject’s feet, allowing them to walk on them at their ground Move. If the subject gets knocked down or slips, they fall! The subject may attempt one DX roll per second of falling. If they succeed, they stop in the dust, unharmed, if there is still any dust beneath them. Otherwise, they hit the ground for normal falling damage (see Falling, p. B431).

Description

This trick of the Lattice allows a subject to treat airborne dust as solid ground, moving at their normal speed for 3 minutes. Fall or slip, and they hit the actual ground unless they pass a DX roll to catch themselves each second. The Guild calls it 'fanciful,' I call it exploiting the obvious.

Statistics

Affliction 1 (HT; Advantage, Walk on Dust, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [22]. Notes: “Walk on Dust” is Walk on Air (Magical, -10%; Specific, Dust, -40%) [10].

Archmagister's Counsel

If your scouts need to reach a high vantage point in a choked ruin or cross a dust-choked battlefield without leaving tracks, this is your play. The Lattice doesn't care about their footing, only their will.

Source Spell

Walk on Dust

Source Spell Types

Earth Spells

Walk on Fluid

44 points.

Water Shaping & Passage

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes. Air, smoke, and other gases are like solid ground beneath subject’s feet, allowing it to walk up and down “invisible stairs” at its ground Move. This won’t work in a vacuum – there has to be some kind of air present. If the subject gets knocked down or slips, it falls! The subject may attempt one DX roll per second of falling. If it succeeds, it stops in thin air, unharmed. Otherwise, it hits the ground for normal falling damage (see Falling, B431). In addition, the subject can walk on the surface of any liquid as if it were solid ground. He moves at his usual ground Move. This doesn’t protect him from any damage that he would take from coming into contact with the liquid, however. He can’t traverse volcanic lava or boiling acid without taking damage!

Description

This Lattice manipulation, costing 44 points, renders air, smoke, and other gases solid beneath the subject's feet for 3 minutes, allowing movement at ground Move. This applies also to liquids, though it offers no protection from their damaging properties. If knocked down, a successful DX roll each second of falling is required to avoid impact. Note: This requires ambient air; a vacuum negates the effect.

Statistics

Affliction 1 (HT; Advantage, Walk on Fluid, +320%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Note: “Walk on Fluid” is Walk on Air (Magical, -10%) [18] + Walk on Liquid (Magical, -10%) [14].

Archmagister's Counsel

Rather than building expensive siege towers, simply walk your shock troops over the walls on 'invisible stairs.' The element of surprise is far more valuable than a Guild-sanctioned construction budget.

Source Spell

Walk on Fluid

Source Spell Types

Fluid Spells

Walk on Water

26 points.

Water Shaping & Passage

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This spell allows the subject to traverse liquid surfaces as if they were solid ground, maintaining their normal movement speed for 3 minutes. The effect applies automatically; the casting roll only determines range and effectiveness for hostile applications.

Statistics

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

Archmagister's Counsel

While this 'Lattice-work' could be used to cross a moat, I’ve found it more effective in ensuring vital supplies don't get 'lost' in transit across a river when a certain quartermaster is feeling particularly clumsy.

Source Spell

Walk on Water

Source Spell Types

Water Spells

Walk Through Metal

58 points.

Metal & Glass

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Nine minutes.

Description

This Lattice manipulation allows a subject to pass through metal as if it were not present, for nine minutes. The individual maintains full control over their interaction with metal surfaces, enabling them to stand on or pass through it at will. This effect carries a light encumbrance of objects, and once applied, leaves no magical signature. The entire process costs 58 points.

Statistics

Affliction 1 (HT; Advantage, Walk Through Metal, +440%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [58]. Note: “Walk Through Metal” is Permeation (Metal; Can Carry Objects, Light Encumbrance, +20%; Magical, -10%) [44].

Archmagister's Counsel

You want to bypass defenses? Breach a vault? Send an agent through a reinforced door? This is how it's done. The Guild would try to overcomplicate it with 'dimensional shifts'; I call it a direct path to victory.

Source Spell

Walk Through Metal

Source Spell Types

Individual Spell

Walk Through Plants

21 points.

Growth, Blessing, and Husbandry

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This manipulation of the Lattice allows the subject to bypass all Move and DX penalties when traversing dense plant growth, including undergrowth and bushes, for 30 minutes. It's essentially an affliction granting the 'Walk Through Plants' advantage, which functions as Terrain Adaptation (Dense Vegetation; Magical).

Statistics

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

Archmagister's Counsel

Your scouts will move unhindered through any forest, making ambushes or rapid deployment a matter of course. No, the Guild's 'Pathfinder' spell is not as efficient, nor as quiet.

Source Spell

Walk Through Plants

Source Spell Types

Plant Spells

Walk Through Water

36 points.

Water Shaping & Passage

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Nine minutes.

Description

This manipulation of the Lattice allows a subject to treat water, snow, and ice as if they were not present, effectively permitting passage through them. The subject does not struggle with buoyancy; the water beneath their feet becomes solid to their will for nine minutes. This effect can be aimed at 100 yards and costs 36 points.

Statistics

Affliction 1 (HT; Advantage, Walk Through Water, +220%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Note: “Walk Through Water” is Permeation (Water; Can Carry Objects, Light Encumbrance, +20%; Magical, -10%) [22].

Archmagister's Counsel

Why bother with boats when a skilled practitioner can simply grant your skirmishers the ability to sprint across the deepest river? A true tactical advantage, regardless of whether it's 'Sorcery' or 'Wizardry'.

Source Spell

Walk Through Water

Source Spell Types

Water Spells

Walk Through Wood

58 points.

Wood, Vines, and Plant Forms

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Nine minutes.

Description

This spell allows the subject to traverse wood, whether dead or living, as if it were not present. The effect is selective; the wood underfoot remains solid at the subject's discretion. The Affliction is HT-based, granting the 'Walk Through Wood' advantage, lasting nine minutes, and carries no tell-tale magical signature to expose its working. It costs 58 points to bring about this particular bit of Lattice manipulation.

Statistics

Affliction 1 (HT; Advantage, Walk Through Wood, +440%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [58]. Note: “Walk Through Wood” is Permeation (Wood; Can Carry Objects, Light Encumbrance, +20%; Magical, -10%) [44].

Archmagister's Counsel

Understanding how your enemies navigate their surroundings is crucial. A scout who can ignore palisades or the very timbers of a castle wall will find routes your engineers never considered, and he will do so unseen.

Source Spell

Walk Through Wood

Source Spell Types

Plant Spells

Wall of Fire

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

Flame Assaults & Battlefire

Keywords

Damage, Information, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This working summons a transparent wall of fire: 2d burning damage in a 2-yard area, persisting for five minutes. Each additional level expands the Area Effect by another two yards. No concentration required; use Innate Attack (Gaze) to aim, up to 100 yards.

Statistics

Burning Attack 2d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [30]. Additional levels increase Area Effect (+50%) [+5].

Archmagister's Counsel

A fine way to deny an advance or protect a retreat. Its persistent nature means you can deploy it and move on, leaving lesser mages to choke on the smoke.

Source Spell

Wall of Fire

Source Spell Types

Individual Spell

Wall of Ice

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

Ice, Snow, and Frost

Keywords

Damage, Defense, Information, Obvious, Persistent, Summoning

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This working conjures a persistent, translucent wall of ice with a crushing attack of 2d, covering a 2-yard area. This wall melts naturally over time but remains for five minutes. Each additional level of this manipulation increases the area effect. No concentration is required after casting; the Lattice holds this structure for the duration.

Statistics

Crushing Attack 2d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Melts Naturally, -10%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [29]. Additional levels increase Area Effect (+50%) [+5].

Archmagister's Counsel

A fine way to block a chokepoint or protect your flank from an incoming charge. The Guild wizards drone on about 'strategic positioning,' but sometimes, a cold, hard wall is all the strategy you need.

Source Spell

Wall of Ice

Source Spell Types

Individual Spell

Wall of Incarnum

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

Mana, Ley, and Power

Keywords

Damage, Information, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This spell projects an opaque blue wall of incarnum, manifesting as a persistent fatigue attack. The initial casting deploys 1d fatigue damage with an area of effect covering 2 yards. Each additional level expands the area by +50%. This manipulation affects essentia, enduring for five minutes without requiring further concentration once formed.

Statistics

Fatigue Attack 1d (Area Effect, 2 yards, +50%; Cosmic, Affects Essentia, +50%; Costs Essentia, -5%; Extended Duration, 30x, +60%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [35]. Additional levels increase Area Effect (+50%) [+5].

Archmagister's Counsel

A Wall of Incarnum is surprisingly versatile, preventing mundane movement as effectively as it drains the very essence from your enemies. I once saw a particularly dim-witted noble try to use it to block a ballroom entrance; it certainly cleared the room, if not in the way he intended.

Source Spell

Wall of Incarnum

Source Spell Types

Individual Spell

Wall of Iron

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

Grand Arcana & Constructs, Locks, Seals, and Traps, Metal & Glass

Keywords

Damage, Defense, Information, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This manipulation of the Lattice creates a wall of dense iron. It functions as a Crushing Attack of 4d, with a 2-yard Area Effect, Persistent, and Extended Duration of 30 times normal. It is not concentration-based; once cast, it remains for five minutes. Each additional level increases the Area Effect. Cost is 60 points for the first level, plus 10 points per additional level. Range is up to 100 yards and requires an Innate Attack (Gaze) roll to aim.

Statistics

Crushing Attack 4d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [60]. Additional levels increase Area Effect (+50%) [+10].

Archmagister's Counsel

Walls of iron are excellent for dividing battlefields, creating instant fortifications, or simply crushing any foe foolish enough to stand in the way. It matters little whether it's Wizardry or Sorcery; a wall is a wall, and a crushed enemy is a crushed enemy.

Source Spell

Wall of Iron

Source Spell Types

Metal Spells

Wall of Light

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

Radiance, Sight, and Reflection

Keywords

Area, Damage, Healing, Information, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

Per level of investment, this manipulation of The Lattice creates a two-yard radius wall of light, four yards high, around a target area up to 100 yards away. This wall is impenetrable to both normal vision and infravision, effectively blinding all within or without from seeing through it, lasting for 10 seconds. Each additional level increases the radius of the wall.

Statistics

Obscure Vision 10 (Extended, Infravision, +20%; Only around the border of the area, ‑0%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [32]. Further levels add Area Effect (+50%) to the advantage [+10].

Archmagister's Counsel

A useful trick for a discreet retreat, or to momentarily blind your enemies while your archers reposition. The Guild bothers with 'incantations'; we simply pluck the Lattice to achieve the same result.

Source Spell

Wall of Light

Source Spell Types

Light & Darkness Spells

Wall of Lightning

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

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

Keywords

Control, Damage, Defense, Information, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This working creates a persistent, transparent wall of lightning at up to 100 yards, which inflicts 2d burning damage upon contact, with a —5 to —9 Fright Check for those witnessing it and a chance of stunning those who touch it. Each level after the first increases the wall's area, costing an additional 5 points. It lasts for five minutes once conjured. The spell doesn't require concentration; once formed, it operates on its own.

Statistics

Burning Attack 2d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Persistent, +40%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%; Variable, Area, +5%; Wall, Shapeable, +60%) [45]. Additional levels increase Area Effect (+50%) [+5].

Archmagister's Counsel

A Wall of Lightning is a superb tactical tool. Place it to funnel enemy forces, deny access to vital chokepoints, or simply to make a statement. The Guild will call it 'crude,' but the enemy will call it 'painful.'

Source Spell

Wall of Lightning

Source Spell Types

Lightning Spells

Wall of Smoke

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

Breath & Atmosphere, Heat, Fuel, and Hearthwork

Keywords

Area, Damage, Healing, Information, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds.

Description

This Lattice manipulation conjures a two-yard-radius, four-yard-tall barrier of smoke that perfectly obscures both normal vision and infravision. A base investment of 32 points establishes the first level, with an additional 10 points per subsequent level. The duration is 10 seconds, and it can be projected up to 100 yards, aimed with an Innate Attack (Gaze) roll.

Statistics

Obscure Vision 10 (Extended, Infravision, +20%; Only around the border of the area, ‑0%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [32]. Further levels add Area Effect (+50%) to the advantage [+10].

Archmagister's Counsel

A useful way to break an enemy's line of sight or conceal a retreat. Remember, it only blocks vision; it doesn't stop arrows, or the fool charging through it.

Source Spell

Wall of Smoke

Source Spell Types

Fire Spells

Wall of Stone

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

Stone, Soil, and Sand

Keywords

Damage, Defense, Information, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This working summons a persistent wall of stone, functioning as a Crushing Attack 10d, with an Area Effect of 2 yards. It is Semi-Ablative, Shapeable as a wall, and lasts for five minutes. Each additional level extends the Area Effect by 2 yards. Once cast, its effects are 'fire and forget' and require no further concentration.

Statistics

Crushing Attack 10d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Persistent, +40%; Semi-Ablative, -20%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [140]. Additional levels increase Area Effect (+50%) [+25].

Archmagister's Counsel

Why bother with messy construction crews when a well-placed stone wall can provide instant, albeit temporary, cover or a formidable barrier? Even the most 'civilized' Sorcerer can appreciate the efficiency of this Lattice-work on the battlefield.

Source Spell

Wall of Stone

Source Spell Types

Individual Spell

Wall of Thorns

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

Wood, Vines, and Plant Forms

Keywords

Damage, Defense, Information, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This spell conjures a formidable barrier of thick, thorny brush. It delivers 2d piercing damage and extends 2 yards wide at its base. With each level, the area of effect increases, costing an additional 5 character points. Once cast, this thorny wall persists for five minutes without further concentration, forming a persistent, shapeable obstacle up to 100 yards away.

Statistics

Piercing Attack 2d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [30]. Additional levels increase Area Effect (+50%) [+5].

Archmagister's Counsel

A Wall of Thorns is excellent for crowd control, funneling enemies into kill zones, or simply creating a quick, nasty perimeter. Don't let your troops simply stand there; use it to deny ground or force a retreat before the enemy even draws steel.

Source Spell

Wall of Thorns

Source Spell Types

Plant Spells

Wall of Wind

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

Wards, Shields, and Barriers, Winds, Vapors, and Sky Passage

Keywords

Area, Control, Damage, Defense, Information, Leveled, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Five minutes.

Description

This Lattice manipulation conjures a shapeable wall of wind for five minutes. Once cast, it requires no further attention. Missiles are nullified, and those attempting to traverse it are buffeted and potentially blinded by debris. Each additional level increases the area of effect. The initial cost is 80 points, with 10 points per additional level.

Statistics

Affliction 1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Blindness, +50%; Environmental, Debris present, -20%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Link, +10%; Persistent, +40%; Reduced Duration, 1/60, -35%; Sorcery, -15%; Variable, Area, +5%; Vision-Based, +150%; Wall, Shapeable, +60%) [46] + Crushing Attack 2d (Area Effect, 2 yards, +50%; Cosmic, Impedes Missile, +50%; Double Knockback, +20%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; No Wounding, -50%; Persistent, +40%; Variable, Area, +5%; Wall, Shapeable, +60%) [34]. Additional levels increase Area Effect (+50%) to both advantages [+10].

Archmagister's Counsel

Never underestimate the tactical advantage of controlling the battlefield's visibility and momentum. A king who understands this can win a siege without spilling a single drop of his own blood.

Source Spell

Wall of Wind

Source Spell Types

Air Spells

Wallwalker

30 points.

Battle Blessings & Readiness

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice enables a subject to traverse walls and ceilings with impunity for three minutes, adhering to any surface without risk of falling. It is cast at 100 yards.

Statistics

Affliction 1 (HT; Advantage, Wallwalker, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [30]. Note: “Wallwalker” is Clinging (Magical, -10%) [18].

Archmagister's Counsel

Send your scouts over the enemy's walls, or march a detachment directly into a seemingly impenetrable fortress. The Lattice cares not for gravity, only for efficiency.

Source Spell

Wallwalker

Source Spell Types

Individual Spell

Ward

43 points or fewer.

Arcane Utilities & Implements, Wards, Shields, and Barriers

Keywords

Control, Defense, Information, Utility

Casting Roll

IQ/2 + 3

Range

Self.

Duration

Instantaneous.

Description

This instant spell allows the caster to make an active defense against a spell cast by another that directly targets them or their personal effects; it offers no protection against missile spells. This Static takes 43 points or fewer, with an IQ/2 + 3 casting roll, and functions as an active defense. Its cost varies based on the caster's Sorcerous Empowerment limitations: 42 points normally, reduced for limited colleges (e.g., 24 points for two colleges).

Statistics

Static (Magic; Accessibility, Only spells the caster could cast, -5%; Active Defense, -40%; Sorcery, -15%; Switchable, +100%) [42] + Rules Exemption (Magical abilities can coexist with anti-magical Static) [1]. Notes: Active Defense being IQ-based is a special feature. The limitation value of Accessibility, Only spells the caster could cast is equal to -5% if the caster’s Sorcerous Empowerment is not limited in scope. If their Sorcerous Empowerment has the Limited Colleges or Limited Scope limitation, increase the value by the same number. Thus, this spell costs 40 points if the caster is limited to four colleges or the equivalent, 37 points if they are limited to three colleges, 24 points if they are limited to two colleges, and 31 points if they are limited to a single college.

Archmagister's Counsel

Teach your mages this trick, my Lord, and they can deflect an enemy mage's attempt to bind them or enchant their blade. Knowledge is power, and this denies your foe both.

Source Spell

Ward

Source Spell Types

Meta Spells

Ward Against Ageing

26 points.

Safeguards & Reliefs

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This deft plucking of the Lattice grants the subject immunity to magical aging for three minutes, effectively bestowing the Unaging advantage against such assaults. The cost is 26 points, and it's applied via a gaze attack out to 100 yards, leaving no signature for the unsophisticated to detect.

Statistics

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

Archmagister's Counsel

When your enemies favor the slow, insidious decay of magical senescence over a proper duel, this spell ensures your assets remain vital and productive. A smart lord knows the long game is won by those who refuse to wither.

Source Spell

Protection from Ageing

Source Spell Types

Ageing Spells

Ward Against Force

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

Resistances & Immunities, Force

Keywords

Buff, Control, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This Lattice manipulation bolsters the target and their possessions against force-based assaults by increasing their Damage Resistance (DR) by twice the spell's level. For example, a level 3 application grants DR 6, stacking with existing armor. This effect lasts for three minutes and can be delivered up to 100 yards, requiring an Innate Attack (Gaze) roll.

Statistics

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

Archmagister's Counsel

Ensure your shock troops are warded with this before a clash; a DR bonus against a common magical attack, with no tell, is worth more than a dozen ceremonial protections from the Guild.

Source Spell

Protection from Force

Source Spell Types

Individual Spell

Ward Against Incarnum

21 points.

Resistances & Immunities

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

An elegant manipulation of the Lattice that grants the subject a +3 bonus to HT rolls against incarnum abilities, specifically including foul soulmeld effects. This ward persists for three minutes after casting, offering robust, undetectable protection.

Statistics

Affliction 1 (HT; Advantage, Protection from Incarnum, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Protection from Incarnum” is Resistant to Incarnum (+3) (Magical, -10%) [9].

Archmagister's Counsel

Point this at your champions before sending them against any 'holy' warrior; the Lattice doesn't care about their divine gifts any more than it cares about a Goblin's club. Efficiency, not piety, wins battles.

Source Spell

Protection from Incarnum

Source Spell Types

Individual Spell

Ward Against Magic

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

Countermagic & Suppression, Resistances & Immunities

Keywords

Buff, Damage, Defense, Malediction, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This spell, at a cost of 19 points for the first level and 7 points for each subsequent level, provides the subject and their gear with DR against magical damage, direct or otherwise. Each level of the spell adds 1 DR, which stacks with any existing armor. It operates at a range of 100 yards with a duration of three minutes, requiring no casting roll but an Innate Attack (Gaze) to direct the effect.

Statistics

Affliction 1 (HT; Advantage, Protection from Magic 1, +70%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Additional levels add further Protection from Magic to the Advantage enhancement [+7]. Note: Each level of “Protection from Magic” is Damage Resistance 1 (Force Field, +20%; Limited, Magic, -20%; Magical, -10%; Malediction-Proof, +50%) [7].

Archmagister's Counsel

While the Guild squabbles over 'wards' and 'protections,' you simply need to know this makes your soldiers harder to kill with parlor tricks. Invest in it; a living knight is worth more than a dozen sorcerers debating theory.

Source Spell

Protection from Magic

Source Spell Types

Antimagic Spells

Ward Against Nuclear Explosions

151 points.

Resistances & Immunities

Keywords

Buff, Control, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This working, a potent manipulation of the Lattice, grants the subject and their carried gear an astonishing resilience to nuclear explosions. They divide all injury from such blasts by 1,000, after DR and wounding modifiers are applied, for 30 minutes. The method is irrelevant; the survival is what matters.

Statistics

Affliction 1 (HT; Advantage, Protection from Nuclear Explosions, +1,350%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [151]. Note: “Protection from Nuclear Explosions” is Injury Tolerance (Damage Reduction, Divisor 1,000; Force Field, +20%; Limited, Nuclear Explosions, -80%; Magical, -10%) [135].

Archmagister's Counsel

Against such an existential threat, this is not merely a charm, but a strategic imperative. Ensure your elite shock troops or, more importantly, your high-value assets, are thus warded before engaging in truly destructive endeavors.

Source Spell

Protection from Nuclear Explosions

Source Spell Types

Individual Spell

Ward Against the Chosen Ethic

23 points for level 1 + 11 points/additional level.

Resistances & Immunities

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This spell, for 23 points per level, creates a ward that renders the subject less susceptible to magical influence originating from a specific ethical alignment—be it chaos, evil, good, or law. Each level grants one point of Magic Resistance and two points of Damage Resistance against such focused attacks, effectively making them 150% more effective against those specific ethical spells. The effect lasts for three minutes and carries no discernible signature, making it difficult to detect its use. For each additional level beyond the first, the cost is 11 points.

Statistics

Affliction 1 (HT; Advantage, Protection from (Ethical Category), +110%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [23]. Note: Each level of “Protection from (Ethical Category)” is Magic Resistance 1 (Improved, +150%; Limited, Spells cast by beings of a specific ethical alignment, -40%; Magical, -10%) [4] + Damage Resistance 2 (Force Field, +20%; Limited, Ethical Category, -40%; Magical, -10%) [7].

Archmagister's Counsel

Understanding the ethical leanings of your enemies, or even your allies, is crucial. Place this ward on your loyal lieutenants before they parley; it’s far too easy for clever words, backed by even cleverer magic, to sway lesser minds.

Source Spell

Protection from (Ethical Category)

Source Spell Types

Individual Spell

Warm

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

Rain, Wind, and Greater Weather

Keywords

Area, Control, Damage, Leveled, Persistent

Casting Roll

None.

Range

100 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice increases the ambient temperature within a 100-yard radius indefinitely. The base working can raise the temperature by up to 40°F. Costs 7 points for Level 1, with additional levels costing 5 points each to expand the area or further increase temperature control.

Statistics

Temperature Control 2 (Heat, -50%; Increased Range, 10x, +30%; Sorcery, -15%; Variable, Area, +5%) [7]. Additional levels add Area Effect (+50%) [+5]. The expanded versions raise the Temperature Control level.

Archmagister's Counsel

A clever lord might employ this for strategic advantage, turning a marsh into a tropical disease vector for besieging armies, all without needing a single wizard to wave a wand.

Source Spell

Warm

Source Spell Types

Weather Spells

Warp Fetus

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

Lesser Hexes & Afflictions

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Truly Permanent.

Description

This spell, cast upon a developing embryo or fetus, permanently afflicts the unborn with 10 character points of mundane disadvantages per level. The Lattice is simply molded to produce congenital deformities and hereditary illnesses.

Statistics

Affliction 1 (HT; Accessibility, Can only target an embryo or fetus, -80%; Accessibility, Only birth defects and hereditary diseases, -60%; Variable Enhancements, +100%; Extended Duration, Truly Permanent, +300%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [52]. Each additional level adds more Variable Enhancements, +100% [+10].

Archmagister's Counsel

A truly subtle application of power. A rival's heir, born sickly and weak, is easily seen as a curse of the gods or ill fortune, rather than a sorcerous assassination from within the womb. The Guild calls it 'abhorrent;' I call it effective.

Source Spell

Warp Fetus

Source Spell Types

Individual Spell

Water Jet

34 points for level 1 + 8 points per additional level.

Drowning, Dehydration, and Fluid Assaults

Keywords

Control, Damage, Defense, Information, Jet, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

20 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice projects a focused jet of water, inflicting 1d crushing damage. It can extinguish fires, bypass physical defenses, and has a knack for knocking targets clear off their feet. An additional, linked effect, if it strikes an unprotected face, inflicts temporary blindness, demanding a HT roll to resist. It’s effective up to 20 yards with no range penalties, and while it can be dodged or blocked, parrying it is, quite frankly, stupid.

Statistics

Crushing Attack 1d (Blockable, -5%; Can extinguish fire, +10%; Cosmic, Does knockback-based damage against diffuse and flame targets, +50%; Double Knockback, +20%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; No Blunt Trauma, -20%; No Wounding*, -5%; Sorcery, -15%) [8/level] + Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Blockable, -5%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Magical, -10%; Reduced Duration, 1/60, -35%; Vision-Based, +150%) [26]. * Except versus diffuse and flame targets, an exception which decreases the value of this limitation.

Archmagister's Counsel

Why use a crude bludgeon when a well-aimed stream to the face can blind a sentry or douse a torch from a distance? Remember, a lord values a precise strike more than a flashy, unsubtle blast. Focus on efficacy, not spectacle.

Source Spell

Water Jet

Source Spell Types

Water Spells

Water to Fuel

7 points/level.

Water Shaping & Passage

Keywords

Persistent, Touch, Utility

Casting Roll

IQ.

Range

Touch.

Duration

10 seconds or permanent; see text.

Description

This manipulation of the Lattice converts water into liquid fuel appropriate for the current TL. For 7 points per level, a successful IQ roll transforms the water. Duration is 10 seconds, or permanently if the subject is part of a larger ongoing process, such as supplying a boiler.

Statistics

Create (Transmute Water to Liquid Fuel, +45%; Transmutation Only, -100%; Magical, -10%) [7/level].

Archmagister's Counsel

You understand the strategic implications if your enemy, or even a rival Lord, can generate limitless fuel from a puddle, yes? Keep an eye trained on who controls the water supply, and who has the 'gift' to make it burn.

Source Spell

Water to Fuel

Source Spell Types

Old Spells

Water to Wine

6 points/level.

Ice, Snow, and Frost, Food

Keywords

Persistent, Touch, Utility

Casting Roll

IQ or Professional Skill (Brewer).

Range

Touch.

Duration

Permanent.

Description

This working deftly plucks the Lattice to transform ordinary liquid into alcohol. The nature of the resulting beverage is dictated by the initial liquid. It's a permanent change, costing 6 points per level to perform.

Statistics

Create (Accessibility, Only to transform into an appropriate beverage, -10%; Transmute Drinkable Liquid to Alcoholic Beverage, +50%; Transmutation Only, -100%; Magical, -10%) [6/level].

Archmagister's Counsel

While suitable for banquets, this spell's true power lies in demoralizing temperance movements or subtly undermining an enemy by ensuring their 'pure' water supply is anything but. Remember, the Guild can't stop a Sorcerer from providing a good vintage.

Source Spell

Water to Wine

Source Spell Types

Food Spells

Water Vision

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

Senses & Perception, Water Shaping & Passage

Keywords

Buff, Information, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This Lattice manipulation allows the subject to bypass the visual obstruction of water, including ice, snow, or steam. Each level of investment grants the ability to see through up to six inches of such material. This effect lasts for three minutes and can be delivered with an Innate Attack (Gaze) up to 100 yards.

Statistics

Affliction 1 (HT; Advantage, Water Vision 1, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Additional levels add further Water Vision to the Advantage enhancement [+5]. Note: Each level of “Water Vision” is Penetrating Vision 1 (Magical, -10%; Specific, Water, -40%) [5].

Archmagister's Counsel

Equip your scouts with this and drown the enemy in their own confusion, Lords. Knowing what's beneath the surface gives a commander an undeniable edge, regardless of how the Lattice is plucked.

Source Spell

Water Vision

Source Spell Types

Water Spells

Waterproof

17 points.

Ice, Snow, and Frost

Keywords

Buff, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes.

Description

This spell renders the target—be it a person, creature, or object—immune to water. It makes a bow or crossbow usable underwater, assuming the usual penalties for such actions. This is an Affliction (HT) granting the Waterproof advantage, lasting 30 minutes, with a range of 100 yards and no casting roll; simply aim and pluck the Lattice.

Statistics

Affliction 1 (HT; Advantage, Waterproof, +10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Note: “Waterproof” is Sartorial Integrity (Variant; Magical, -10%) [1].

Archmagister's Counsel

Consider investing in this instead of constant equipment replacement. A waterproof archer is a live archer, and a dry gunpowder cache wins battles. It’s simple, effective, and keeps your finances in order, unlike those fussy Wizards who insist on elaborate drying rituals.

Source Spell

Waterproof

Source Spell Types

Assorted Spells

Waves

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

Rain, Wind, and Greater Weather

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

Self.

Duration

Indefinite.

Description

This 'Lattice-work' allows you to manipulate ocean waves within a 0.1-mile radius around your position. Each level of mastery applies a +1 or -1 modifier to relevant rolls, relative to the prevailing conditions, affecting anything from ship handling to maritime combat. The initial investment provides level 1 control, with additional levels costing 61 points each for further influence.

Statistics

Control Waves 1 (Natural Phenomenon, +100%; Sorcery, -15%) [28] + Control Waves +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [41]. Additional levels add Control Waves +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [61/level]. Note: As this is one advantage (Control Waves) with the Sorcery limitation, not two, it costs only 1 FP to use.

Archmagister's Counsel

A fleet is as vulnerable to the sea as it is to an enemy. A master of Waves can turn calm waters into a disaster or an impossible storm into a strategic advantage, shaping naval engagements before they even begin. Learn this and you control the very coastlines of your rivals.

Source Spell

Waves

Source Spell Types

Weather Spells

Waves of Exhaustion

16 points/level.

Lesser Hexes & Afflictions

Keywords

Damage, Obvious

Casting Roll

None. Use Innate Attack (Beam) to hit.

Range

10 yards.

Duration

Instantaneous.

Description

This spell projects a cone of negative energy, inflicting 1d fatigue damage per level on all within its area of effect. The spread is immediate and unavoidable for those caught in its range.

Statistics

Fatigue Attack 1d (Cone 5, +100%; Increased 1/2D, x2, +5%; Reduced Range, 1/10, -30%; Sorcery, -15%) [16/level].

Archmagister's Counsel

A useful, if crude, method for softening a line of foes before true engagement. Never underestimate the psychological impact of a sudden, inexplicable draining of strength on "brave" warriors.

Source Spell

Waves of Exhaustion

Source Spell Types

Individual Spell

Weaken

13.5 points/level.

Breaking, Shattering, and Ruin

Keywords

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

Casting Roll

IQ.

Range

Unlimited.

Duration

Instantaneous. Does 1d damage to the weakest part of the subject (works only on inanimate items) per level of the spell. See p. B557, for DR and HP of various items. No caster may use this spell on the same subject more than once per hour. DR does not protect against this! You may do less damage if you prefer.

Description

This brutal application of the Lattice inflicts 1d damage per level to the weakest point of a non-living object, bypassing its Damage Resistance entirely. The effect is instantaneous, but cannot be applied to the same object more than once per hour. This is not for show, but for ruin.

Statistics

Crushing Attack 1d (Accessibility, Only on objects, -10%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Increased Immunity 2, -20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable, +5%) [13.5/level].

Archmagister's Counsel

When a siege engine proves stubborn or a gate refuses to yield, tell your Sorcerers to Weaken it. Why batter a wall for days when a well-placed pluck can bring it down in moments?

Source Spell

Weaken

Source Spell Types

Making & Breaking Spells

Weaken Blood

41 points.

Internal Ruin, Fatigue, and Decline, Death Curses & Withering

Keywords

Debuff, Malediction, No-Signature, Resisted-HT

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This insidious manipulation of the Lattice afflicts the target with the Hemophilia Disadvantage for a full day. While the Guild twitters about 'blood magic,' the effect is simply the subject's clotting ability reduced to nothing, making every cut a potential disaster. Your target resists with a HT roll; failure means a persistent, debilitating condition that turns minor wounds into serious threats.

Statistics

Affliction 1 (HT; Disadvantage, Hemophilia, +30%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [41].

Archmagister's Counsel

A strategically deployed 'Weaken Blood' can turn a boastful duelist into a blubbering mess, or better yet, make an entire enemy unit think twice about engaging in any skirmish where a cut might mean bleeding out. The battlefield, after all, offers plenty of opportunities for such unfortunate 'accidents.'

Source Spell

Weaken Blood

Source Spell Types

Necromantic Spells

Weaken Will

27 points.

Emotion & Morale

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 minutes.

Description

This manipulation of the Lattice causes a sapient victim to temporarily lose Will, with the reduction equal to your margin of victory on the casting roll, up to a maximum of -10. All skills based on Will are similarly reduced. This effect lasts for 3 minutes.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Will-10, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Penalty cannot exceed margin of victory, -50% Sorcery, ‑15%) [27].

Archmagister's Counsel

A pliable populace is easily led. Use this to ensure your subjects, or your rivals' subjects, are receptive to 'suggestions' before any significant pronouncements.

Source Spell

Weaken Will

Source Spell Types

Mind Control Spells

Weapon Self

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

Weapons & Battlework

Keywords

Damage, Debuff, Malediction, Resisted-Will, Touch

Casting Roll

IQ.

Range

Touch.

Duration

1 minute.

Description

This remarkable piece of Lattice-work allows the caster to merge with their melee weapon. Gear up to their Basic Lift melds with them as well; anything else drops to the ground. This sorcerous manipulation of self and object lasts for 1 minute.

Statistics

Permeation (Weapons wielded by the caster; Can Carry Objects, No encumbrance, +10%; Link, +10%; Magical, -10%; Meld I, +150%) [13] + Possession (Link, +10%; Maximum Duration, 1 minute, -65%; Magical, -10%; No Memory Access, -10%; Specific, Weapons wielded by the caster, -40%) [20] + Telekinesis 10 (Lift Only, -20%; Link, +10%; One Task, Wielding Itself, -35%; Sorcery, -15%) [20] + Telekinesis 5 (Link, +10%; Move Only, -40%; One Task, Wielding Itself, -35%; Sorcery, -15%) [5]. Each additional level adds Telekinesis 1 (Lift Only, -20%; Link, +10%; One Task, Wielding Itself, -35%; Sorcery, -15%) [+2].

Archmagister's Counsel

Your blade becomes an extension of your very being. Remember, dear pupil, true mastery is not merely wielding the weapon, but *becoming* the weapon.

Source Spell

Weapon Self

Source Spell Types

Making & Breaking Spells

Weapon Spirit

174 points.

Weapons & Battlework, Spirits, Wards, and the Dead

Keywords

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

Casting Roll

None. Special casting time.

Range

Touch.

Duration

Instantaneous. Transfers the personality and some of the intelligence of a recently deceased being to a weapon. The spell is at -1 for each full day that elapsed between the donor’s death and the casting (or the beginning of the enchantment). Most of the body must be present at the beginning of the enchantment or casting, but may disposed of after it commences. The casting requires 1 hour of uninterrupted concentration, during which the caster must touch both the dead body and the weapon. The caster can pass on as little or as much of the donor’s IQ as he wishes to the weapon, as well as some of the donor’s skills, advantages, and disadvantages. The weapon has no memory of its former existence. Although the weapon has no sensory organs, it possesses sight and hearing (these are considered mental traits for the purpose of transferring). Quirks (or disadvantages reduced to quirk level) are sometimes transferred from the donor to the weapon, whether the caster wants them or not. The subject’s consciousness even can cast any spell that it knows at skill 20 or above (i.e., castable without speech or gesturing). It may communicate at a distance via telepathy-type spells, if it knows any. If a new body comes near the weapon, the consciousness may try to take it by a Possession, Permanent Possession, or Exchange Bodies spell if it knows such a spell. In that case, the soul of that body goes into the weapon. But if the soul is in a weapon, anything that destroys the weapon will kills the consciousness permanently – beyond hope of resurrection. Each time the weapon gets a new wielder, the weapon must make a single reaction roll, which sets the tone for its relationship with the wielder from that point on. The weapon’s skills cannot be improved, although skills such as History or Area Knowledge may be kept current through the absorption of new knowledge.

Description

This Lattice-work transfers the consciousness, intelligence, and certain skills of a recently deceased being into a weapon. The effectiveness suffers a -1 penalty for each day since death. The process requires an hour of direct contact with both the deceased and the weapon. The weapon gains mental senses and retains skills, even casting spells if known at skill 20+. Be aware, the weapon can attempt to possess new wielders if it knows the appropriate spells, potentially trapping their soul within its form.

Statistics

Affliction 1 (HT; Accessibility, Requires a weapon nearby, -10%; Advantage, Weapon Spirit, +1,700%; Cosmic, Affects the dead, +50%; Immediate Preparation Required, 1 hour, -75%; Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance Effect, Time penalties, -10%; Sorcery, -15%; Variable, +5%) [174]. Notes: “Weapon Spirit” is Possession (Accessibility, Only weapons, -20%; Cosmic, Retains senses, +100%; Magical, -10%) [170]. This version of Cosmic lets the caster affect the dead, but forbids using the spell on the living.

Archmagister's Counsel

A weapon that thinks and fights for you, with the personality of your most loyal general? A grand idea for a loyal retainer, as a single command could change the fate of a battlefield.

Source Spell

Weapon Spirit

Source Spell Types

Individual Spell

Web

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

Battlefield Zones & Fields

Keywords

Area, Control, Damage, Defense, Leveled

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice conjures a sticky web instantly within a 2-yard radius for each level, binding foes with a strength of 10. It requires an Innate Attack (Gaze) roll to place, scattering on a miss. The web is only susceptible to cutting and burning damage.

Statistics

Binding 10 (Area Effect, 2 yards, +50%; Only Damaged By Cutting and Burning, +20%; Sorcery, -15%; Sticky, +20%) [35]. Each additional level adds more Area Effect [+10].

Archmagister's Counsel

A strategically placed Web can halt an advance or deny ground, effectively buying time or creating a chokepoint for your forces. Such precision on the battlefield is what wins wars, not the 'purity' of one's magic.

Source Spell

Web

Source Spell Types

Assorted Spells

Widen Shield

43 points for level 1 + 24 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 manipulates the Lattice to stretch an existing shield, enhancing its protective area. At its base level, it grants the shield's wielder and nearby allies cover against conical, explosion, and area-effect attacks for three minutes. Each additional level negates an additional -3 in penalties.

Statistics

Affliction 1 (HT; Accessibility, Only on shields, -30%; Advantage, Widen Shield, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [43]. Notes: “Widen Shield” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -3 in penalties [+24]. This spell is based on the Widen Shield imbuement skill from Pyramid #3-4.

Archmagister's Counsel

Why use one shield when the Lattice can be coerced into making it cover three of your finest guardsmen? A small cost to protect a flank from a wizard's fiery toys, or a sorcerer's pet plague.

Source Spell

Widen Shield

Source Spell Types

Individual Spell

Will Lock

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

Pain, Stun, and Collapse, Locks, Seals, and Traps

Keywords

Area, Control, Debuff, Leveled, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

1 day. Creates a circular zone that traps sapient (IQ 6+) creatures inside at the moment of its creation. The barrier is purely mental, working on the wills of the people trapped. For this reason, the subjects must be aware they are being circled – if they are not, the Will Lock has no effect on them. If you tie or lose, the subjects can sense coercion coming from you. In addition, you cannot try to affect them again within 24 hours. The spell can also be broken if an outside party scuffs the circles away.

Description

This particular Lattice-work creates a mental prison for sapient creatures (IQ 6+) within a circular zone. It is a purely mental trap based on the subjects' will. The subjects must be aware of the encirclement for it to take effect. If the caster fails the \(IQ\) roll, or the subjects' Will resists, they sense the coercion, and the caster cannot attempt the spell on them again for 24 hours. The circle's physical presence is also a vulnerability; if it's scuffed, the spell breaks. Each level of the spell increases the area by 2 yards, starting at 2 yards for 115 points, with subsequent levels costing 25 points each. Duration is 1 day.

Statistics

Mind Control (Accessibility, Caster must encircle the area somehow, -25%; Accessibility, Only on sapient creatures, -10%; Accessibility, Only to prevent the subjects from crossing the border, -60%; Accessibility, Subjects must be aware of being encircled, -10%; Area Effect, 2 yards, +50%; Based on (ST+Will)/2, +20%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Independent, +70%; Sorcery, -15%; Terminal Condition, Circle being erased, -10%) [115]. Additional levels add Area Effect (+50%) [+25].

Archmagister's Counsel

This is less a prison and more a very effective, if temporary, cattle-prod. Use it to contain 'negotiators' until terms are met, or to hold a crowd while the real work is done. It's a sorcerer's bluff, but an effective one.

Source Spell

Will Lock

Source Spell Types

Mind Control Spells

Wilting

25 points.

Battlefield Zones & Fields, Death Curses & Withering

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous. Dehydrates creatures in a 4-yard-radius area. If a victim fails to resist, he takes 1d-2 fatigue damage and 1d-2 toxic damage, as water is being removed from the tissues of his body. Treat FP lost to the spell identically to FP lost to dehydration (p. B426). Thus, the lost FP can only be recovered after a day of rest with ample water supplies.

Description

This manipulation of the Lattice instantaneously dehydrates creatures within a 4-yard radius. Those who fail to resist take 1d-2 fatigue damage and 1d-2 toxic damage, precisely as if experiencing severe dehydration (B426). The lost FP is recovered only after a day of rest with adequate water — a testament to the comprehensive nature of this effect.

Statistics

Fatigue Attack 1d-2 (HT; Area Effect, 4 yards, +100%; Based on HT, +20%; Dehydration, +20%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [17] + Toxic Attack 1d-2 (HT; Accessibility, Only on creatures with water in their tissues, -10%; Area Effect, 4 yards, +100%; Based on HT, +20%; Link, +10%; Magical, -10%; Malediction 2, +150%; No Signature, +20%) [8].

Archmagister's Counsel

Understanding this spell is crucial for tactical deployment; it doesn't just do damage, it saps endurance in a very specific, debilitating way. A smart commander uses this to exhaust enemy formations before the true engagement, effectively rendering their finest warriors mere shells of their former selves.

Source Spell

Wilting

Source Spell Types

Artillery Spells

Wind

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

Winds, Vapors, and Sky Passage, Rain, Wind, and Greater Weather

Keywords

Area, Control, Persistent

Casting Roll

IQ.

Range

Self.

Duration

Indefinite.

Description

This Persistent Area spell allows the Sorcerer to manipulate the wind within a 0.1-mile radius centered on himself. Each level of the spell provides a \( \pm 1 \) modifier to rolls directly affected by wind. The base cost for Level 1 is 69 points, with each additional level costing 61 points.

Statistics

Control Winds 1 (Natural Phenomenon, +100%; Sorcery, -15%) [28] + Control Winds +2 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [41]. Additional levels add Control Winds +3 (Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [61/level]. Note: As this is one advantage (Control Winds) with the Sorcery limitation, not two, it costs only 1 FP to use.

Archmagister's Counsel

Why bother with a fleet at the mercy of the gales when a Sorcerer can bring favorable winds or dash an enemy's sails to splinters? A focused application of this spell will achieve what even the most seasoned admiral cannot expect from mere fortune.

Source Spell

Wind

Source Spell Types

Weather Spells

Wind Walk

77 points.

Winds, Vapors, and Sky Passage

Keywords

Damage, Information, Summoning, Utility

Casting Roll

None.

Range

Self.

Duration

10 seconds.

Description

This Lattice manipulation renders the caster and up to Medium encumbrance of carried items invisible for 10 seconds. You retain your natural scent, noise, and leave footprints. It provides a Basic Move bonus of +4. Any attack made by the caster immediately dispels both invisibility and enhanced movement.

Statistics

Basic Move +4 (Dispels after an attack, -20%; Link, +10%; Magical, -10%; Reduced Duration, 1/6, -15%) [13] + Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Link, +10%; Reduced Duration, 1/6, -15%; Sorcery, -15%) [64].

Archmagister's Counsel

This trivial trick is excellent for closing with an enemy unnoticed, but remember, true stealth isn't just about what they can't see, it's about what they can't hear or smell.

Source Spell

Wind Walk

Source Spell Types

Individual Spell

Windstorm

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

Winds, Vapors, and Sky Passage, Tempests, Lightning, and Winter Weather

Keywords

Area, Control, Damage, Defense, Leveled, Obvious, Persistent

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

10 seconds. Create a circular windstorm 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 is increased by 2 against projectile attacks.

Description

This manipulation of the Lattice creates a mobile, circular windstorm. It batters those caught within, inflicting 4d crushing damage, doubling knockback, and forcing sideways movement (clockwise or counter-clockwise, at your discretion). Despite the force, it causes no actual injury, only displacement. Crucially, all within the storm's area, including enemies, gain a +2 bonus to Dodge against projectile attacks. The storm has an 'eye' of calm within, up to half the storm's radius, where the caster can stand. It persists for 10 seconds and can be moved at Move 1. Each additional level increases the storm's area of effect.

Statistics

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, 2 yards, +50%; Environmental, Air, -5%; Force Field, +20%; Limited, Projectiles, -40%; Link, +10%; Mobile 1, +40%; Persistent, +40%; Ranged, +50%; Sorcery, -15%) [89]. Additional levels add further levels of Area Effect (+50%) to all advantages [+25].

Archmagister's Counsel

This isn't for killing, my lord; it's for controlling the engagement. Use it to scatter enemy formations, herd them into preferred killing zones, or create a mobile shield against archers for your advancing troops. A well-placed windstorm is worth a dozen lesser spells, regardless of whether a Wizard or a Sorcerer conjures it.

Source Spell

Windstorm

Source Spell Types

Air Spells

Winged Knife

4 points/level.

Forced Movement & Restraint

Keywords

Damage, Persistent, Travel, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice allows one to lift and propel bladed implements across 10 yards indefinitely, as if wielding them with an unseen grip. The effective Strength for this unseen grip is double your Winged Knife level. Each level of mastery adds to this spectral ST, costing 4 points per level.

Statistics

Telekinesis 2 (Only to pick up and throw weapons, -45%; Sorcery, -15%) [4]. Each additional level adds Telekinesis 2 (Only to pick up and throw, -45%; Sorcery, -15%) [+4].

Archmagister's Counsel

Why dirty your hands or risk your skin in a skirmish when you can send your blade to do the work for you? Your enemies will spend precious moments trying to discern the source of their wounds, and that is time you can always exploit.

Source Spell

Winged Knife

Source Spell Types

Movement Spells

Wisdom

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

Battle Blessings & Readiness

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes.

Description

This manipulation of the Lattice grants the target greater mental acuity, increasing their IQ by +1 per level for 3 minutes. This directly enhances all IQ-based skills, Will, and Per, among other derived statistics. It costs 29 points for the first level and 18 points for each additional level, lasting for 3 minutes with a range of 100 yards.

Statistics

Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Wisdom 1, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [29]. Additional levels add further Wisdom to the Advantage enhancement (+180%) [+18]. Note: Each level of “Wisdom” is IQ 1 (Magical, -10%) [18].

Archmagister's Counsel

Why bother with decades of study when a simple flick of the wrist can turn your dullest strategist into a temporary tactical genius? A good general, briefly made brilliant, can win a war that a permanently smart one might overthink.

Source Spell

Wisdom

Source Spell Types

Individual Spell

Wish

230 points.

Arcane Utilities & Implements

Keywords

Utility

Casting Roll

IQ. Special casting time.

Range

Self.

Duration

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

Description

This potent manipulation of the Lattice allows the caster to force the outcome of a single non-magical die roll made in their presence, once per hour of play (or game day, determine with your Arch-Magister before you begin this foolishness). This alters reality, making it seem as though time rewound. While it requires an IQ roll to activate, it is an instantaneous, non-action effect. Completely impossible events remain so; a skill of at least 3 is still required for the desired outcome, however improbable, to manifest.

Statistics

Super Luck (Accessibility, Cannot affect magic rolls, -20%; Alter Reality, +75%; Requires IQ Roll, -10%; Sorcery, -15%; Wishing, +100%) [230].

Archmagister's Counsel

Your Majesty, this spell means you *always* win that crucial game of chance, that delicate negotiation, or even ensure the enemy commander falls off his horse at precisely the wrong moment. The Guild will call it 'improper'; I call it 'securing victory'.

Source Spell

Wish

Source Spell Types

Individual Spell

Wither Limb

5 points/level.

Body Forms, Limbs, and Alteration, Death Curses & Withering

Keywords

Damage, Defense, Malediction, Melee, Touch, Utility

Casting Roll

None. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

Instantaneous.

Description

This spell inflicts 1d of toxic damage per level directly to a subject's limb upon a successful unarmed strike. The Guild's mages would call this a 'cursed touch,' but the Lattice simply cares that it bypasses armor entirely, making it an unblockable, unparryable, and utterly brutal attack. Hits to any other body part are inconsequential to the spell's effect; only contact with a limb matters, a rather precise bit of 'Lattice-work' that. Each level adds an additional 1d of damage. It is an instantaneous effect.

Statistics

Toxic Attack 1d (Accessibility, Limbs only, -15%; All-or-Nothing, -10%; Melee Attack, Reach C, Cannot Parry -35%; Malediction 1, +100%; Sorcery, ‑15%) [5/level].

Archmagister's Counsel

This spell is crude, direct, and devastating for disabling a foe. A limb withered is a soldier crippled. Ensure your enforcers know how to apply this 'Lattice manipulation' for maximum disruption in the field; it’s far more efficient than a clean kill for breaking an enemy line.

Source Spell

Wither Limb

Source Spell Types

Limb Spells

Wither Plant

53 points.

Growth, Blessing, and Husbandry, Death Curses & Withering

Keywords

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

Casting Roll

Will. Use DX or unarmed combat skills to hit.

Range

Touch.

Duration

Instantaneous.

Description

This manipulation of the Lattice causes a plant touched by the caster to instantly wither and die. The target's HT roll may resist this effect.

Statistics

Affliction 1 (HT; Accessibility, Only on plants, -40%; Disadvantage, Enhanced Unnatural, +100%; Heart Attack, Variant, +300%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, 15%) [53].

Archmagister's Counsel

You wish to clear a path through a dense forest quickly, or perhaps blight the crops of a troublesome neighbor? This is an efficient tool to that end. The Guild calls it 'desecration'; I call it practicality.

Source Spell

Wither Plant

Source Spell Types

Plant Spells

Withering Weapon

44 points.

Weapons & Battlework, Death Curses & Withering

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This manipulation of the Lattice imbues a weapon with desiccation, allowing it to bypass a target's Damage Resistance completely, but notably, it inflicts no actual wounds. This effect lasts for three minutes and can be applied at up to 100 yards, demonstrating a Sorcerer's ability to create a very particular kind of havoc.

Statistics

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

Archmagister's Counsel

Consider the strategic advantage of disarming an opponent without bloodshed; a Lord retains their leverage when the foe is merely humiliated, not dead. Plus, it bypasses armor, a fact many 'educated' Wizards still can't grasp.

Source Spell

Withering Weapon

Source Spell Types

Individual Spell

Wizard Eye

75 points.

Arcane Utilities & Implements

Keywords

Damage, Information, Persistent, Utility

Casting Roll

IQ.

Range

10 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice projects an eye to a specific location within 10 yards, displacing the caster's sight to this new viewpoint. It remains indefinitely, a persistent tether. But be warned, this ethereal eye can be damaged, directly impacting your own perception.

Statistics

Clairsentience (Aware, +50%; Clairvoyance, -10%; Fixed Range, -5%; Second Nature, +70%; Sorcery, -15%; Takes Damage, -40%) [75]. Notes: Takes Damage is taken from Ravens N’ Pennies blogpost.

Archmagister's Counsel

A fine way to maintain vigilance without risking your own hide, my lord. Plant these eyes in strategic locations, and you'll always know who approaches your coffers, or perhaps, who's been pilfering from them.

Source Spell

Wizard Eye

Source Spell Types

Individual Spell

Wizard Hand

58 points.

Arcane Utilities & Implements

Keywords

Damage, Persistent, Utility

Casting Roll

IQ.

Range

10 yards.

Duration

Indefinite.

Description

This Lattice-work allows you to project your sense of touch and a visible, telekinetic hand up to 10 yards away. It effectively gives you Clairtangence and Clairsentience (Aware) at that fixed point, costing 58 points and lasting indefinitely. The projected hand is fragile: a mere 1 point of damage or a Dispel Magic effect will sever the connection, forcing you to cast it anew.

Statistics

Clairsentience (Aware, +50%; Clairtangence, -70%; Fixed Range, -5%; Link, +10%; Second Nature, +70%; Sorcery, -15%; Takes Damage, -40%) [50] + Telekinesis 2 (Link, +10%; Magical, -10%; Visible, -20%) [8]. Notes: Clairtangence and Takes Damage are taken from Ravens N’ Pennies blogpost.

Archmagister's Counsel

Rather than risk your own neck, send this little conjuration to pluck the poison from the trap, or perhaps to retrieve that incriminating letter from a rival's desk. It's a fine tool for avoiding unpleasantness while still getting the job done.

Source Spell

Wizard Hand

Source Spell Types

Individual Spell

Wizard Nose

50 points.

Arcane Utilities & Implements

Keywords

Damage, Persistent, Utility

Casting Roll

IQ.

Range

10 yards.

Duration

Indefinite.

Description

This manipulation of the Lattice displaces the subject's sense of smell, allowing them to perceive odors from a specific, fixed point up to 10 yards away. The effect is indefinite. The "wizard's nose" itself is a vulnerable point; if it takes damage, the spell's effect is disrupted, because even the Lattice has its limits on how much abuse it tolerates.

Statistics

Clairsentience (Aware, +50%; Clairosmia, -60%; Fixed Range, -5%; Second Nature, +70%; Sorcery, -15%; Takes Damage, -40%) [50]. Notes: Takes Damage is taken from Ravens N’ Pennies blogpost.

Archmagister's Counsel

Your scouts can use this to detect foes from a safe distance, though they’ll need to protect their metaphorical nose. Just remember, a wizard does this with years of study; your sorcerer simply does it because the Lattice bends to their will. The outcome is what matters.

Source Spell

Wizard Nose

Source Spell Types

Individual Spell

Wizardly Workshop

20 points.

Battle Blessings & Readiness

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

30 minutes. For the duration, the subject can use one craft or repair skill specified at casting as if they had improvised equipment (p. B345). The GM decides what skills to permit. Armoury, Carpentry, Electrician, Electronics Repair, Machinist, Masonry, and Mechanic are reasonable. Alchemy, Bioengineering, Engineer, etc. probably aren’t.

Description

This manipulation of the Lattice grants a working artisan the ability to use one crafting or repair skill, specified at the time of casting, as if they possessed improvised equipment. This effect lasts for 30 minutes. Useful skills include Armoury, Carpentry, Electrician, Electronics Repair, Machinist, Masonry, and Mechanic.

Statistics

Affliction 1 (HT; Advantage, Wizardly Workshop, +40%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Wizardly Workshop” is Cosmic Power 1 (Limited, One TK Tools Perk, -50%; Magical, -10%) [4].

Archmagister's Counsel

Equip your craftsmen with this little boost, and their efficiency will pay for itself many times over. The Guild might call it 'low magic,' but your treasury will call it 'profit.'

Source Spell

Wizardly Workshop

Source Spell Types

Least Spells

Wizard’s Bind

3 points/level.

Grand Arcana & Constructs

Keywords

Control, Damage, Persistent, Travel, Utility

Casting Roll

None.

Range

10 yards.

Duration

Indefinite.

Description

This working animates rope or chain, requiring a minimum spell level equal to the material's HP/2. Each additional level increases the effectiveness by +2, allowing control of more robust bindings.

Statistics

Telekinesis 2 (Accessibility, Only chains and ropes, -35%; Animation, -20%; Sorcery, -15%) [3]. Every additional level adds 2 more levels of Telekinesis [+3].

Archmagister's Counsel

Why bother with brute strength when a simple manipulation of the Lattice can bind your enemies? This is far more efficient than training guards in knots.

Source Spell

Wizard’s Bind

Source Spell Types

Dungeon Fantasy Spells

Wizard’s Escape

6 points.

Grand Arcana & Constructs

Keywords

Control, Utility

Casting Roll

IQ.

Range

Self.

Duration

Instantaneous.

Description

This instant manipulation of the Lattice grants the caster a sudden, temporary increase of +4 to ST, DX, and all Escape rolls. This bonus applies when attempting to slip restraints, break free from grappling, or squeeze through tight spaces. The Guild calls it 'Slippery'; I call it a convenient way to avoid an inconvenient situation.

Statistics

Slippery 4 (Requires IQ Roll, -10%; Sorcery, -15%) [6].

Archmagister's Counsel

Understanding such minor Lattice manipulations is key. Should your enemies, or even your 'allies,' deploy such a trick, be prepared to counter with methods that don't rely on holding them at all. Perhaps a well-placed pit trap, eh?

Source Spell

Wizard’s Escape

Source Spell Types

Dungeon Fantasy Spells

Wood Golem

34 points.

Wood, Vines, and Plant Forms

Keywords

Defense, Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite, see text.The caster animates a wood golem.

Description

This Lattice manipulation animates wood into a golem for 34 points. The physical vessel requires preparation, and its destruction prevents the immediate creation of another for a full day. Its duration is indefinite, until it gets itself smashed.

Statistics

Ally (Wood Golem; Built on 100%; Constantly, no roll required; Adjustable, Wood Golems, +50%; Magical, -10%; Minion, +50%; Requires preparation, -20%) [34].

Archmagister's Counsel

A fine way to gain a disposable soldier or-more practically-a tireless laborer. Guild wizards typically struggle to field such creations at this cost, proving once again that 'method' is a fool's debate.

Source Spell

Wood Golem

Source Spell Types

Individual Spell

Wooden Arm

79 points.

Growth, Blessing, and Husbandry

Keywords

Buff, Damage, 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 transforms a subject's arm, up to the biceps, into hardened wood. It retains full function, appearing normal while granting the benefits of a specific Alternate Form (Wooden Arm: Blunt Claws, DR 4, Fragile (Combustible), Immunity to Metabolic Hazards, Injury Tolerance (Homogenous, No Blood)) for 30 minutes. The cost is 79 points to apply this Affliction, with no casting roll required, only an Innate Attack (Gaze) to direct it, effective up to 100 yards. This particular plucking of the Lattice carries no visible signature, ensuring the origin remains obscure.

Statistics

Affliction 1 (HT; Accessibility, Arms and similar body parts only, -20%; Advantage, Wooden Arm, +650%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [79]. Notes: “Wooden Arm” is Alternate Form (Wooden Arm*; Magical, -10%) [65]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. * A meta-trait: Blunt Claws (One arm, -50%) [2]; DR 4 (One arm, -40%) [12]; Fragile (Combustible; One arm, -40%) [-3]; Immunity to Metabolic Hazards (One arm, -40%) [18]; Injury Tolerance (Homogenous, No Blood; One Arm, -40%) [27]; Arm can be affected by Plant spells [0]. 56 points.

Archmagister's Counsel

Equip your elite guard with this before a breaching operation. A few of these 'wooden' arms will punch through lesser defenses, and even a well-aimed fire spell won't leave them bleeding out like a common foot soldier.

Source Spell

Wooden Arm

Source Spell Types

Plant Spells

Woodfall

5 points.

Growth, Blessing, and Husbandry

Keywords

Damage, Defense, Missile

Casting Roll

None. Use Dropping or Innate Attack (Projectile) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This working detaches a portion of a plant directly above a target, propelling it downward for 2d crushing damage. The caster must succeed at a Dropping or Innate Attack (Projectile) roll to hit, applying range penalties from the caster to the target.

Statistics

Crushing Attack 2d (Environmental, Under a branch or a heavy fruit/nut, -65%; Overhead, +30%; Sorcery, -15%) [5].

Archmagister's Counsel

Why bother with mere arrows when the Lattice can deliver an entire tree branch to your enemy's head? It's simply a more efficient way to make a point.

Source Spell

Woodfall

Source Spell Types

Plant Spells

Word of Blindness

28 points.

Sound

Keywords

Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

3 seconds.

Description

With a single word, you snatch sight from your foe. This effect applies the Blindness disadvantage, lasting 3 seconds. The foolish bards will tell you hearing is involved; it's not. The Lattice simply responds.

Statistics

Affliction 1 (Will; Based on Will, +20%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Sorcery, ‑15%) [28]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

A blind enemy is a dead enemy, or at least a confused one. Use this not to incapacitate, but to maneuver them into a more permanent disadvantage. The 'sorcerers' among you might even call it a 'setup,' though the result is the same.

Source Spell

Power Word: Blind

Source Spell Types

Individual Spell

Word of Clumsiness

28 points.

Sound

Keywords

Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

3 seconds.

Description

A focused utterance that yanks at the Lattice, instantly imposing a -5 penalty to the target's DX. This applies regardless of whether the target hears the word, and all DX-based skills suffer a commensurate reduction for a critical 3 seconds.

Statistics

Affliction 1 (Will; Attribute Penalty, -5 to DX, +50%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Sorcery, ‑15%) [28]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

Why bother with elaborate traps when a single word can make your enemy trip over air? This spell, by whatever means it plucks the Lattice, turns any agile foe into a pratfalling fool, ripe for the taking.

Source Spell

Power Word: Maladroit

Source Spell Types

Individual Spell

Word of Deafness

25 points.

Sound

Keywords

Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

3 seconds.

Description

This spell, a potent manipulation of the Lattice, instantly inflicts Deafness upon a single target of your choosing for 3 seconds. The incantation, a mere word, functions regardless of the target's proximity or ability to perceive sound. It costs 25 points, resisted by Will.

Statistics

Affliction 1 (Will; Based on Will, +20%; Disadvantage, Deafness, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Sorcery, ‑15%) [25]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

Against a lone spell-slinger or a noisy brute, this renders them strategically useless. Remember, a deafened enemy often becomes a confused enemy, and confusion loses battles.

Source Spell

Power Word: Deafen

Source Spell Types

Individual Spell

Word of Disablement

27 points.

Sound

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 seconds.

Description

This manipulation of the Lattice causes a spoken word to daze one sapient creature of your choice. That creature becomes stunned for 3 seconds, regardless if they hear the word, and may attempt a Will roll each second to recover. This particular 'word' cannot be altered by lesser parlor tricks.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Daze, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Sorcery, ‑15%) [27]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

Why bother with intricate incantations when a single word can halt a foe? A well-timed utterance can sow chaos in enemy ranks, letting your soldiers advance unopposed. It’s effective, and it’s fast.

Source Spell

Power Word: Disable

Source Spell Types

Individual Spell

Word of Distraction

27 points.

Sound

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 seconds.

Description

This Lattice-work projects a single word of power, instantly stunning a chosen sapient target for 3 seconds with a hallucination, regardless of their ability to hear. The target may attempt a Will roll once per second to recover.

Statistics

Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Hallucinating, +50%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Sorcery, ‑15%) [27]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

You cannot win a debate with a hallucinating opponent. Use this to sow chaos, disrupt a key target, or create a diversion when you need precisely 3 seconds of inattention.

Source Spell

Power Word: Distract

Source Spell Types

Individual Spell

Word of Fatigue

27 points.

Internal Ruin, Fatigue, and Decline, Sound

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This unsightly plucking of the Lattice forces 1d fatigue damage upon a single target. It requires no line of sight, nor line of effect, only a Word and a successful Will roll. The 'magic words' are merely a crutch for less disciplined Sorcerers; the effect is the same.

Statistics

Fatigue Attack 1d (Will; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, ‑15%) [27]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

Understanding that such an attack cannot be dodged, nor easily defended against, makes it a valuable tool for softening targets before they even reach the field. An advisor would do well to consider this over a crude arrow.

Source Spell

Power Word: Fatigue

Source Spell Types

Individual Spell

Word of Nausea

26 points.

Sound

Keywords

Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

3 seconds.

Description

A potent manipulation of the Lattice that, with a single uttered word, instantly nauseates one target of your choice. It matters not if they hear the word, only that the threads of their being are plucked correctly. This effect lasts 3 seconds and is resisted by Will.

Statistics

Affliction 1 (Will; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; Nauseated, +30%; No Signature, +20%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Sorcery, ‑15%) [26]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

Have your Sorcerer whisper this 'word' at a critical moment in a duel, or apply it broadly, rendering an entire enemy formation useless for long enough to break their lines. The Guild calls it 'unsportsmanlike'; I call it efficient.

Source Spell

Power Word: Nauseate

Source Spell Types

Individual Spell

Word of Pain

27 points.

Sound

Keywords

Debuff, Malediction, No-Signature, Resisted-Will

Casting Roll

Will.

Range

Unlimited.

Duration

3 seconds.

Description

This Lattice manipulation inflicts severe pain (B428) on a single chosen creature through a word of power, regardless of whether they hear it. The target's Will resists the effect, which lasts for 3 seconds.

Statistics

Affliction 1 (Will; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Severe Pain, +40%; Sorcery, ‑15%) [27]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

A swift, sharp blow to the enemy's composure without a single blade drawn. Use this to break an enemy officer's focus, no matter how far he thinks he is from your Sorcerer's voice.

Source Spell

Power Word: Pain

Source Spell Types

Individual Spell

Word of Petrification

43 points.

Sound

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 seconds.

Description

It's a verbal coup de grâce. A single, potent word turns one creature, and all its paltry possessions, to stone. The Lattice doesn't care if they hear it or not. The effect lasts precisely 3 seconds. Forget Dispel Magic; only a proper 'Remove Curse' or 'Stone to Flesh' will undo this particular piece of redecorating.

Statistics

Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Sorcery, ‑15%) [43]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

If you're going to put a problem 'on ice,' a well-placed Word of Petrification will do the job quickly, efficiently, and with impressive flair. Just ensure your target isn’t carrying anything you need intact.

Source Spell

Power Word: Petrify

Source Spell Types

Individual Spell

Word of Sickness

28 points.

Sound

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 seconds.

Description

With a single word, you cause a chosen creature to instantly retch. This effect is not dependent on proximity or hearing the word; it simply happens. The victim is then stunned, attempting to recover on their Will roll once per second for a duration of 3 seconds. The source of this vile magic is 28 points.

Statistics

Affliction 1 (Will; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/60, -35%; Retching, +50%; Requires Magic Words, -10%; Sorcery, ‑15%) [28]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

You cannot win a duel if you are vomiting on your own feet. This little parlor trick can turn the tide of a battle or make an eloquent speaker look a fool. A king would do well to have a few sorcerers or wizards who can disrupt an enemy’s finest champions or most silver-tongued diplomats.

Source Spell

Power Word: Sicken

Source Spell Types

Individual Spell

Word of Slaying

57 points.

Sound

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

This is a direct, instant manipulation of the life-force, bypassing physical defenses. It causes a lethal heart attack in one target, regardless of their ability to hear the spoken word. The target resists with Will. This entire effect costs a tidy 57 points.

Statistics

Affliction 1 (Will; Based on Will, +20%; Heart Attack, +300%; Malediction 2, +150%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, ‑15%) [57]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

Why bother with armies when a single 'word' severs the thread of your enemies with such efficiency? The Guild prattles about ethics; I see an unparalleled tool for discreet removal of competition, a surgical strike for the King's peace.

Source Spell

Power Word: Kill

Source Spell Types

Individual Spell

Word of Stunning

27 points.

Pain, Stun, and Collapse, Sound, Holy

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

Instantaneous.

Description

A precise pluck of the Lattice that stuns a single target, regardless of their ability to hear the utterance. The target is Stunned (B420), allowed a Will roll once per second to recover. A standard Malediction, no different than any Guild wizard summons, for all its grand claims.

Statistics

Affliction 1 (Will; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, ‑15%) [27]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

This is a quick way to drop an enemy champion or silence a troublesome speaker before they can utter another word. Useful at court, deadly on the battlefield, and far more reliable than a Guild Wizard's bluster.

Source Spell

Power Word: Stun

Source Spell Types

Angelic Spells

Word of Weakness

26 points.

Sound

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

3 seconds.

Description

Through a decisive plucking of the Lattice, a single word of power instantly imposes a -5 penalty to a chosen creature's ST. This affects all ST-based skills and functions for 3 seconds, regardless of whether the target hears the word.

Statistics

Affliction 1 (Will; Attribute Penalty, -5 to ST, +25%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/60, -35%; Requires Magic Words, -10%; Sorcery, ‑15%) [26]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

Archmagister's Counsel

This is a direct assault on competence, useful for rendering a champion ineffective or a labor beast useless right when it matters most. It's a quick, brutal way to shift an encounter.

Source Spell

Power Word: Weaken

Source Spell Types

Individual Spell

Worm Control

18 points.

Animal Command & Repelling

Keywords

Control, Debuff, Defense, Malediction, Resisted-Will

Casting Roll

IQ.

Range

Unlimited.

Duration

Special.

Description

Through a direct manipulation of the Lattice, you implant absolute obedience into any single worm, or into one square yard of a swarm of their smaller kin. The subject gains the 'Reprogrammable' disadvantage, with you as its unquestioned master. This control persists indefinitely, or until you choose to release it.

Statistics

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

Archmagister's Counsel

I've seen these vile things sabotage supply lines by eating crucial documents and poison wells with surprising efficiency. Command enough of them, and your enemies will be too busy scratching to fight.

Source Spell

Worm Control

Source Spell Types

Even More Unmerged Animal Spells

Wraith

70 points + 0.9 x Wraith template cost. (280 if using the template from GURPS Magic).

Battle Blessings & Readiness

Keywords

Buff, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

3 minutes. Enchants a ring or an amulet that will turn the wearer into a wraith, an undead guardian sustained by magic. It attempts to affect the wearer every time it is put on. The spell is Resisted normally by HT. If the subject ever fails to resist (or chooses not to), he “dies” and rises as a wraith 24 hours later. The GM determines the exact abilities of the wraith, but mental traits are preserved as per the Lich spell. The wraith always has a Dependency (p. B130) on the Wraith item (a rare item, required constantly, for -150 points), and shrivels and dies if it is removed or destroyed. This item isn’t Hexed; the victim can remove it and die if he wishes. Only Remove Enchantment can reverse the Wraith spell without harm. Each Wraith item can sustain one wraith at a time. Once a given item has produced a wraith, it has no effect on other wearers until its wraith has been destroyed. The Wraith spell has no effect on the undead. Typically, this spell can only be used to enchant items, but in some games the GM may allow it to be used as is.

Description

This ‘Lattice-work’ is an Affliction spell that enchants an item, typically a ring or amulet, to transform its wearer into a wraith. The item attempts to apply the effect each time it is worn, requiring a successful HT roll to resist. Failure, or choosing not to resist, causes the subject to 'die' and rise 24 hours later as a magical wraith. The wraith form preserves mental traits and possesses a Dependency on the enchanted item, shriveling if it is removed or destroyed. Only 'Remove Enchantment' can harmlessly revert the transformation. Each enchanted item can sustain only one wraith at a time; once active, it affects no others until that wraith is destroyed. This spell is, quite obviously, ineffective against beings already undead.

Statistics

Affliction 1 (HT; Accessibility, Only living creatures, -10%; Advantage, Wraith, +560%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [70 + 0.9 x Wraith template cost]. Notes: “Wraith” is Alternate Form (Wraith*; Extended Duration, Truly Permanent, +300%; Magical, -10%) [59 + 0.9 x Wraith template cost]. If using the template from GURPS Magic the full cost is equal to 280.* A meta-trait from p. 160 of GURPS Magic.

Archmagister's Counsel

You wish to create an undying guardian for your treasury? This provides one, albeit a rather dramatic one. Be certain your 'guardian' is loyal above all else, for even the most potent magical effects mean little if the wielder turns against you. It is also good to remember that even the Undying can be undone if their anchor is removed, making them vulnerable to truly clever foes.

Source Spell

Wraith

Source Spell Types

Individual Spell

Wrathful Doom

24 points.

Mana, Ley, and Power

Keywords

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

Casting Roll

Will. Use DX or unarmed combat skill to hit.

Range

Touch.

Duration

5 seconds.

Description

This brutal manipulation drains the subject’s very essence, inflicting 1d-1 toxic damage and 1 point of fatigue every second for 5 seconds when the caster makes a successful touch attack. Both effects are resisted by HT and cease if the subject’s essence is depleted. The Guild calls it 'unsportsmanlike'; I call it a quick way to incapacitate a persistent problem.

Statistics

Toxic Attack 1d-1 (HT; Costs Essentia, -5%; Cyclic, 1 second interval, 4 seconds, Resistible, +200%; Link, +10%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Nuisance Effect, Stops when essential is depleted, -10%; Sorcery, -15%) [11] + Fatigue Attack 1 (HT; Cyclic, 1 second interval, 4 seconds, Resistible, +200%; Cosmic, Affects Essentia, +50%; Costs Essentia, -5%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Nuisance Effect, Stops when essential is depleted, -10%) [13].

Archmagister's Counsel

If you hear whispers of an enemy literally 'sucking the life' out of their foes, know that this is the trick. Do not let your honor guard engage such a practitioner in close quarters, unless you wish to find them withered and useless at your feet.

Source Spell

Wrathful Doom

Source Spell Types

Individual Spell

Writer’s Block

46 points.

Wards, Shields, and Barriers

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 day.

Description

This Malediction, an Affliction of the Lattice, targets an individual’s mind to render their Writing skill utterly useless for a full day. Any successful Writing roll becomes a failure, and any failure escalates to a critical failure. This particular weaving is impervious to mere Dispel Magic; only a direct Remove Curse can unravel it.

Statistics

Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Divine Curse (Can’s write successfully), +15%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [46].

Archmagister's Counsel

If you wish to cripple an enemy scholar or propagandist without shedding a drop of blood, this is a remarkably elegant solution. They'll be too busy failing to notice they've been attacked.

Source Spell

Writer’s Block

Source Spell Types

Individual Spell

Youth

97 points.

Healing

Keywords

Buff, Control, Defense, Healing, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to hit.

Range

100 yards.

Duration

Instantaneous.

Description

This manipulation of the Lattice rejuvenates a living subject by one year, with an innate range of 100 yards and no casting roll. However, it can only be attempted once per month on any given individual, a rather tedious limitation on an otherwise potent effect.

Statistics

Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Youth, +930%; Fixed Duration, +0%; Increased 1/2D, 10x, +10%; No Signature, +20%; Nuisance, 1 attempt per month, -30%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [97]. Note: “Youth” is Unaging (Age Control, Only Backwards, +10%; Magical, -10%; Reduced Time 26, +520%) [93].

Archmagister's Counsel

Aging monarchs and aging courtesans will spare no expense for this particular thread of the Lattice. Keep your liege's master of whispers aware of who uses it and for whom; this gift can buy immense loyalty, or uncover hidden weaknesses.

Source Spell

Youth

Source Spell Types

Healing Spells

Zeno’s First Paradox

200 points.

Commands & Compulsion

Keywords

Area, Aura, Control, Damage, Debuff, Malediction, Melee, No-Signature, Persistent, Resisted-IQ

Casting Roll

Will.

Range

Self.

Duration

Indefinite. In a race, the quickest runner can never overtake the slowest, since the pursuer must first reach the point whence the pursued started, so that the slower must always hold a lead. The caster must take a Concentrate maneuver and make a Will roll to bring up the aura that imposes this belief on an area around him. If successful, then the aura is active for the next minute. The caster may roll a Quick Contest of Will vs. the target’s IQ (as a free action) when someone he wants to affect enters his area of effect. Success means that victim suffers the effects for seconds equal to the caster’s margin of victory. On a failure, he may continue to roll once per second (again, as a free action) with no penalty or cost, until successful in affecting that subject. Negative effects of the aura depend on the distance between the victim and the caster. Whenever the victim enters a band of the area of effect that imposes a penalty of a different severity, the caster must roll a Quick Contest to affect the victim again. The following table sums up the exact effects. Distance Band Effect on Basic Move in all mediums (round down) 32 yards Basic Move x0.8, minimum 1 16 yards Basic Move x0.6, minimum 1 8 yards Basic Move x0.4, minimum 1 4 yards Basic Move x0.2, minimum 1 2 yards Basic Move drops to 0 The caster must make a new Will roll each minute to keep his aura up. If he fails, the aura drops; on any subsequent turn, he may pay 1 FP, take a Concentrate maneuver, and make a Will roll to bring it back up. He may also turn it off voluntarily at the beginning of his turn (as a free action). The caster can omit any targets from the area of effect, but the spell affects victims the caster is unaware of.

Description

This spell manifests an aura that imposes a maddening paradox upon those within its field, causing their Basic Move to dramatically decrease based on their proximity to the caster. Successfully initiated with a Concentrate maneuver and a Will roll, the aura persists for one minute per Will roll, with effects ranging from 0.8x Basic Move at 32 yards to 0x (complete stop) at 2 yards. Each subject entering a new distance band necessitates a Quick Contest of Will vs. IQ to re-apply the effect. The caster can exempt targets but affects those they are unaware of.

Statistics

Affliction 1 (IQ; Area Effect, 32 yards, +250%; Aura, +80%; Based on IQ, +20%; Does not overlap with the smaller distance band, -50%; Link, +10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Requires Will Roll, -5%; Selective Area, +20%; Slower Move, 0.8x, +10%; Sorcery, -15%; Takes Extra Time 1, -10%) [47] + Affliction 1 (IQ; Area Effect, 16 yards, +200%; Aura, +80%; Based on IQ, +20%; Does not overlap with the smaller distance band, -50%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Requires Will Roll, -5%; Selective Area, +20%; Slower Move, 0.6x, +20%; Takes Extra Time 1, -10%) [43] + Affliction 1 (IQ; Area Effect, 8 yards, +150%; Aura, +80%; Based on IQ, +20%; Does not overlap with the smaller distance band, -50%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Requires Will Roll, -5%; Selective Area, +20%; Slower Move, 0.4x, +30%; Takes Extra Time 1, -10%) [39] + Affliction 1 (IQ; Area Effect, 4 yards, +100%; Aura, +80%; Based on IQ, +20%; Does not overlap with the smaller distance band, -50%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Requires Will Roll, -5%; Selective Area, +20%; Slower Move, 0.2x, +40%; Takes Extra Time 1, -10%) [35] + Affliction 1 (IQ; Area Effect, 2 yards, +50%; Aura, +80%; Based on IQ, +20%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Requires Will Roll, -5%; Selective Area, +20%; Slower Move, 0x, +50%; Takes Extra Time 1, -10%) [36].

Archmagister's Counsel

Why bother with intricate traps when you can simply render your enemy immobile before they even reach you? Drop this on the front line, and watch their advance grind to a halt while your archers pick them apart. Most elegant.

Source Spell

Zeno’s First Paradox

Source Spell Types

Individual Spell

Zeno’s Second Paradox

56 points.

Commands & Compulsion

Keywords

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

Casting Roll

Will.

Range

Unlimited.

Duration

1 minute. That which is in locomotion must arrive at the half-way stage before it arrives at the goal. Travel over any finite distance can neither be completed nor begun, and so all motion must be an illusion. This spell drops the victim’s Basic Move in all mediums to 0, makes him unable to use the Warp advantage, and makes him immune to knockback.

Description

This cynical manipulation of the Lattice arrests all movement, reducing the subject's Basic Move to 0 for one minute. They become immune to knockback, and any advantage that grants Warp is nullified. The target gets a resistance roll against IQ; failure means they will be standing quite still for a full minute.

Statistics

Affliction 1 (IQ; Advantage, Zeno’s Second Paradox, +140%; Based on IQ, +20%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Warp, +100%; No Signature, +20%; Reduced Duration, 1/3, -10%; Slower Move, 0x, +50%; Sorcery, ‑15%) [56]. Note: «Zeno’s Second Paradox» is Immunity to Knockback (Magical, -10%) [14].

Archmagister's Counsel

If you wish to truly seize control of a battlefield without outright killing your opponents, this is how you do it. Imagine an entire enemy flank frozen by this Lattice-work; a perfect opportunity to cut them down or simply walk past their 'unbreakable' lines.

Source Spell

Zeno’s Second Paradox

Source Spell Types

Individual Spell

Zeno’s Third Paradox

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

Battle Blessings & Readiness

Keywords

Buff, Damage, Defense, No-Signature

Casting Roll

None. Use Innate Attack (Gaze) to aim.

Range

100 yards.

Duration

Three minutes.

Description

This spell bestows a peculiar form of Damage Resistance against ranged attacks, including energy weapons. For each level, the subject gains DR 1 (All-or-Nothing, Force Field, Limited to Ranged Attacks, Magical). This means incoming ranged attacks are either completely absorbed or pass through unimpeded, a binary state that fools the eye. It costs 16 points for level 1, plus 4 points per additional level, and lasts for three minutes at a range of 100 yards.

Statistics

Affliction 1 (HT; Advantage, Zeno’s Third Paradox 1, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [23]. Additional levels add further Zeno’s Third Paradox to the Advantage enhancement [+4]. Note: Each level of “Zeno’s Third Paradox” is Damage Resistance 1 (All-or-Nothing, -10%; Force Field, +20%; Limited, Ranged Attacks, -20%; Magical, -10%) [4].

Archmagister's Counsel

When your archers are pinned by enemy fire, this particular manipulation of the Lattice means they'll either be untouched or, well, dead. A gamble, perhaps, but one that shifts the odds dramatically enough for a breach or a retreat.

Source Spell

Zeno’s Third Paradox

Source Spell Types

Individual Spell

Zombie

18 points.

Undead Animation & Command, Spirits, Wards, and the Dead, Summoning

Keywords

Persistent, Summoning, Touch, Utility

Casting Roll

None.

Range

Touch.

Duration

Indefinite, see text.The caster touches a corpse and animates it.

Description

This spell, for 18 energy points and a touch, animates a corpse indefinitely. The resulting zombie, a minion built on 50% of the body's original capabilities, serves you perpetually without further rolls. Its exact nature depends on the state of the cadaver used for this Lattice-work.

Statistics

Ally (Zombie; Built on 50%; Constantly, no roll required; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Magical, -10%; Minion, +0%; Requires a body, -20%) [18].

Archmagister's Counsel

Why hire a living guard who demands wages and complains of cold, when a simple application of power can grant you a tireless, unquestioning sentry who requires only a suitable corpse? Useful for menial tasks that are beneath your living staff.

Source Spell

Zombie

Source Spell Types

Zombie Spells

Zombie Summoning

79 points.

Undead Animation & Command, Spirits, Wards, and the Dead, Summoning

Keywords

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

Casting Roll

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

Range

Unlimited.

Duration

3 minutes. After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest zombie (any undead creature created with the Zombie spell). This spell uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the zombie, and may fist make a follow-up IQ roll to analyze the target (for example, to determine its physical health) and then make another follow-up IQ roll with the same penalty to call it to himself. It moves towards the caster as fast as it can, until the spell ends or the zombie reaches the immediate vicinity of the caster. Once the zombie reaches the caster, it stays nearby, without attacking, until the spell ends. The spell is broken if the caster or one of his companions attacks the zombie.

Description

This particular Lattice-thread plucks at the nearest zombie, revealing its precise location and distance. With further effort (an IQ roll), you discern its state and can compel it to advance toward you at its fastest pace for three minutes. Should it reach your vicinity, it maintains a docile presence unless you or your allies instigate aggression. The range is unlimited, but long-distance modifiers apply to the Per roll to detect and the IQ roll to control.

Statistics

Detect Zombie (Link, +10%; Lock-On, +50%; Long-Range 1, +50%; Magical, -10%; Precise, +100%; Selective Effect, +20%) [16] + Mind Control (Accessibility, Zombies Only, -50%; Accessibility, Only to make the zombie travel to you, -80%; Cosmic, Affects zombies, +50%; Fixed Duration, +0%; Independent, +70%; Link, +10%; Long-Range 1, +50%; Sorcery, -15%; Terminal Condition, Broken if attacked, -10%) [63].

Archmagister's Counsel

A fine way to recover a 'lost' asset or to simply bring a decaying nuisance right to your doorstep for controlled disposal. Why waste men searching when you can have the Lattice do the legwork?

Source Spell

Zombie Summoning

Source Spell Types

Zombie Spells

Zombie Vehicle

227 points.

Battle Blessings & Readiness

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 spell animates a disabled vehicle (0 HP or less, but not completely destroyed) into a 'Zombie Vehicle' for one minute. The caster must touch the wrecked vehicle to affect it. This is a singular effect: once animated, the vehicle cannot be re-animated. It works by granting Very Fast Regeneration (Cosmic, works on disabled vehicles) and Unkillable 1 (Cosmic, works on disabled vehicles) to the target.

Statistics

Affliction 1 (HT; Accessibility, Only on vehicles, -40%; Advantage, Zombie Vehicle, +2,250%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Nuisance Effect, Brings the vehicle to unlife, -20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [227]. Notes: “Zombie Vehicle” is Regeneration (Very Fast; Cosmic, Works on disabled vehicles, +50%) [150] + Unkillable 1 (Cosmic, disabled vehicles, +50%) [75]. This version of Cosmic means it only works on disabled vehicles – not damaged functioning vehicles – and gives one try, ever.

Archmagister's Counsel

Why rebuild when you can reanimate? A lord's broken siege engine or war wagon, brought back to unholy life, is a terrifying and demoralizing sight for any enemy. The Guild will call it 'abominable,' but your engineers will call it 'expedient.'

Source Spell

Zombie Vehicle

Source Spell Types

Individual Spell

Zombify

15 points.

Lesser Hexes & Afflictions

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

10 minutes.

Description

Upon a successful touch, this Lattice-work inflicts immediate, internal putrefaction. The subject sustains 1d-1 toxic damage each minute for 10 minutes. A pathetic end, but an end nonetheless.

Statistics

Toxic Attack 1d-1 (Based on HT, +20%; Cyclic, 1 minute interval, 10 minutes, +200%; Melee Attack, Reach C, Cannot Parry, -35%; Malediction 1, +100%; Nuisance Effect, Rises as a zombie, -10%; Sorcery, ‑15%; Symptoms, ½ HP, Terrible Pain, +120%) [15].

Archmagister's Counsel

This trivial hex turns a foe into a decaying mess. Far more useful than some Guild wizard's 'healing' spells, wouldn't you agree, my Lord? Dead men tell no tales, and decaying ones are too busy rotting to even try.

Source Spell

Zombify

Source Spell Types

Individual Spell